
This was modelled using 3DMax’ s Patch Modelling technique, which I preferred for creating characters to the Box Modelling method. I thought it would conform to the computer games requisite maximum polygon count for a main character of 1000 polygons but it ended up being too high.
Because I got the first Fox model wrong and concentrated too much on realistic detail, I built another model; took the complete opposite approach and went for stylization, constructed it using triangles and ended up with a very low resolution model (250 polygons) that had much more character. view full project »
10/2002
TAGS: 3D modelling

This was modeled from a lighter that I owned, and again it was done by eye. I thought the individual primitive shapes it was composed of were nicely balanced, and blended well together; a good example of retro / modern design.
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07/2001
TAGS: 3D animation

This was the best hand I’d produced using the box modelling technique in 3DMax. My previous attempts using this approach had a tendency to result in a hand that looked like it was wearing a glove, even with the fingernails and knuckles added, due to the overall profile. With many hours of tweaking the model – a convincing hand can be produced.
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06/2001
TAGS: 3D modelling

This little scene was created, off the cuff so to speak – when I’d become more proficient in 3DMax. At the time I was mainly concerned with making something that could be animated and exploring the program’s dynamic effects, i.e. turbulence and wind.
The image above is accompanied by a very short animation:
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05/2001
TAGS: 3D animation modelling

This was my first attempt at modelling in 3D StudioMax when I’d become more competent with the programme. At this point I was still self taught, I’d previously been using mainly Stratavision on the Macintoshand had also experimented with Amapi, Infini D and Pixels 3D as these were the easily available applications for the Mac before jumping over to Max on the PC. view full project »
05/2000
TAGS: 3D modelling