Thursday 26 May 2011

Props for level: part 3

Model by Ceri Rogers, texture by Me

Props for level: part 2

Model by Ceri Rogers, texture by Me

Model by Ceri Rogers, texture by Me

Texture by Me

Model by Ceri Rogers, texture by Me

Model by Ceri Rogers, texture by Me

Props for level: part 1

Model and texture by me

Model and texture by me

Model and texture by me

Model and texture by me

G KID: Renders

The only real concern with the Gramos Kid model is its poly count, mainly centred on the models arms. However, the arms were needed to act as an obvious link between Gramos and the kids and so this was allowable.

Rendered in Marmoset Toolbag

G KID: Textures



The final outcome was a success, with the model looking like the concept and supporting a finished texture set, as well as a respectable completion time of five days.

Even though the model was a C priority, it gave me a break from the overly detailed and complicated models beforehand, allowing me to enjoy an easy enough task, which point brought about a decent end result.


G KID: Priority C character




This model was a C priority, and it gave me the opportunity to complete a fairly simple model from start to finish within a reasonable amount of time with little pressure for quality or completion.
Whereas the previous models, Vivi and Gramos had taken a month or two, this model was made and finished within five days. This meant that I had managed to finish a model with professional practice by completing it within a respectable time.

The Gramos Kid is a creation of Gramos himself, made to act as helpers, he built so many of these kids that Gramos and his kids are now known as an independent gang.

The concept was aimed at creating a miniature version of Gramos that can be mass produced. I went with a kid design to give this gang a Santa Claus theme with his little helpers.


G.R.A.M.O.S: RENDERS!

In the end, the model for Gramos turned out both unsuccessful and successful. With the model looking like its concept it was able to tick that box, but due to its complexity there were numerous faults and not enough time was spent on texturing.



Rendered in Marmoset Toolbag