I’ve posted some turntables of some models @ vimeo. I’ve embedded them here:
self portrait turntable from Jamal Sullivan on Vimeo. Details »
The online portfolio of Jamal Sullivan
I’ve posted some turntables of some models @ vimeo. I’ve embedded them here:
self portrait turntable from Jamal Sullivan on Vimeo. Details »
Here is an original character I came up with sketching for a class one day.
Details »
I’m adding a lot more work to my modeling portfolio. Here is a head model I created in two sessions (about 10 hours modeling).
This is a DC Comics character. In no way, shape, or form am I claiming any rights to this likeness. This is simply an exhibition of my modeling ability.
I am currently building an animation control rig for the athlete base model. I will describe most of the controls here: Details »
Here are some images from a self portrait model that I am currently working on. Details »
This is a 3d model that I am working up from the mirrorhead model I built previously. It is a relatively low resolution mesh that can be subdivided and edited accordingly to create a much more dense mesh. It follows the form of my drawing style and will be used as a starting point for some of my tall athletic character designs.
Details »
** Note: this will be broken up with images and occasional bits of humor soon **
This post will attempt to explain some of the key points of texture mapping polygonal objects in Maya 8.5. This approach would be one you would use as a beginning 3d artist or as part of a production team that does not have some sort of 3d paint solution
I think it is useful to point out that this technique will inherently cause a bit of stretching of the texture over certain faces of the polygons. It is necessary to unitize your UVs to alleviate that sort of stretching. There will also be some seams with this method. Both of these points we will attempt to minimize by working intellegently. In regards to the seams, you as the modeler and texturer must try to find a way to minimize their visibilty, or use them as logical breaks inĀ the surface you are modeling.