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lol... yeah 'scott_fx' wouldn't be fitting if i was jobless!
what i'm currently doing is what is called a 'cg supervisor' i give direction and help troubleshoot cg elements that ultimately get presented to our client. i'm working at a small company doing commercials. My new gig i will be either a lead modeler or senior modeler on transformers two. I will be in charge of modeling some of the robots in 3d space then it will be handed off to texture artists to make my model look like it is made out of metal and plastic. etc...
if i think about it when i get home, i will try to post up some of my work from a few movies i've worked on to show you what exactly i do.
well, the way i did it was to get an internship in the tech dept to which i got hired on and worked nights for ~18 months. then i impressed the right people and moved onto the match moving dept where i tracked cameras for about a year. during that year i begged for scraps and the other artists respected that and would throw me a bone... the rest is history i guess.
lw3d is a little dated right now, it's not used as much but a model is a model. you'll find more work though if you know maya.
did you build the entire ship? What sort of techniques did you use? Is that wood actually polys, or a displacement map... or? whats the polycount on something like the first image?
Sorry for the third degree, this is something I'm very interested in.
did you build the entire ship? What sort of techniques did you use? Is that wood actually polys, or a displacement map... or? whats the polycount on something like the first image?
Sorry for the third degree, this is something I'm very interested in.
On the hai peng I built most of the ship, the sails were done by another artist and some of the smaller props on the ship were (lanterns, baskets, etc...) done by a third guy to optimize time and reach out deadline. The two flags of our fathers ships were 100% me. poly count on them were about 800,000 iirc. These were all hero ships, most of them at some point during the movies were near full screen, hence the poly count and detail. Nothing you are seeing was a displacement map, all 100% geo. The hai peng did have displacement added on top of what i'm showing you. That was mainly to add the extra fine detail in the wood cracks. The flags ships were straight up poly while the pirates ship was built as a poly then converted to sub-d's
as far as techniques. i mainly only use 4 techniques.
always start with a primitive and extrude.
i use a latice religiously to 'bend' the cage smoothly
and i always use 'templates' to snap my cage too in order to get accurate curves.
I build everything rough and then do a final 'smooth' on the geo
other then that, it's just knowing proportions and being able to intelligently build a mesh that won't be any denser then what is needed