Showing posts with label Ena. Show all posts
Showing posts with label Ena. Show all posts

Friday, 13 June 2008

The new Rednorr



Here he is again, our panda friend, only this time I have increased the polycount just a tad just to make him look a little 'next-gen' in the videogame department. I am still yet to decide what colours to give him. Like I said before, I am also hoping to rig and animate him.

Wednesday, 16 April 2008

Design Illustrations




Yet more illustrations from my last job that I am more than proud of involving modelling and texturing in 3ds Max 8.5

Saturday, 12 April 2008

Joey Tribbiani and Nephew



This is to demonstrate my lip-synching ability in animation and shows my sense of timing just like the one for Frasier. The sound in this case is from Joey and his nephew from the sitcom JOEY.

You got Quick boomerang



Here's one I'm particularly proud of. It reflects my past fondness of boomerangs back in the day. Fortunately, those I've used back then were not for offensive purposes. This demonstrates picking up and throwing object(s).

Run Cycle Biped



Here, I demonstrate animating the famous (or infamous biped depending on how you see it) starting with the Run cycle. This is done through freeform animation and I was trying to aim for realistic running.

Tuesday, 23 October 2007

Ena's Texturing Skills





Here demonstrates my texturing skills for the award-winning short movie: Ria and Ryan's really big pilot show. For more information on this movie, see www.riaandryan.blogspot.com

Sunday, 21 October 2007

Hand-drawing








Here is a bunch of hand-drawn images including life-drawing at different time intervals such as 30-seconds, 1 minute and 5 minutes. For me, the less time assigned, the better I like it.

Ena's Modelling Section

Here is the section where my modelling skills are demonstrated. I am particularly interested in Character Modelling even though I can also do prop modelling. This section shows my Maya created models as well as their references.




Here is one of my First character whom I name 'Tosiman' (Funny name, I know but who cares?). He is about 5500 polygons at the moment but I intended to smooth him out to be a high-poly character.





Here are the references.





I also did the texturing as you can see. At this time, I was not familiar with the famous UV mapping technique so I went for the paint materials approach. The way I did it resulted in the colours of each group of parts being separate files, which may be coming soon.