There are only two classes on this page, so I chose to go over each assignment and also included the processes for some.
The 3D modeling was made in Autdesk Maya, which I had to renew and relearn in order to export this gif you see to the right.
The 3D sculpting is made in a program called ZBrush, which changed their pricing structure one week after the class started, and raised the price nearly a hundred dollars.
The Fisher Price variety; for this assignment I had to gather my own references. I couldn't find every angle for the toy, and as such I had to get creative filling in certain details, as I have never seen this toy in real life.
The biggest challenge was smoothing out the sharp angles. When working with an object with this many corners, its easy to lose track of what you worked on before, and accidently scramble the edges, which creates unnatural creases on the 3D model.
My second to last assignment. I learned a lot about the different layers involved in texturing, which not only include the colors, but finer details like grain, scratches, and reflections.
I struggled with representing the red paint over-top the metal body, there was no easy way to make a single object that reflects different amounts in dfferent colors along different parts.
For the final, I was allowed to choose between a tool box, or modelling a concept artwork of my choosing. I chose concept art based on the video game Splatoon; a multiplayer shooter where common household items are turned into paintguns.
Below are two angles for each weapon, in their fully modeled and textured forms, fully modeled and textured grey, and the wireframes.
The fully textured images are meant to mimick the style of in-game displays for the weapons.
A gattling gun made out of an espresso machine. Easily the most detailed model I have made throughout this class. A teardown of this would have at least a dozen unique pieces with a dozen more if I had modelled the inside. Original design by Alpha Gamboa.
A spray can turned sentry gun. The paint on the inside was a fun challenge for me to figure out. I had to model the paint, and then create two seprate objects for the glass. One layer was the lines marking the paint level, the other was for subtle reflections coming off the glass. An extra light was placed inside, or else the inside was completely black. Original design by SrHerbii.
A repurposed 80's toy now outfitted to fire paint. This concept was not based of any drawing but off the NES Zapper toy from the 80s. The light-grey plastic piece has a very unique shape and I'm happy with how it turned out. Original design by Gunpei Yokoi.
My first time using z-brush. The task was to merely make something that looks alive. When I saw all the other submissions making veiny, boney, and muscular ogres, I wanted to make a soft looking guy to counter that.
A fictional fish, made from a drawing of a somewhat eel-ish looking koi I was imagining the day I was introduced to the project. This was the biggest learning curve, as I was still getting comfortable with sculpting, which also learning masking, painting, texturing, how to use the dozens of "brushes," and what a subtool is.
Another fictional creature made from my imagination. The initial shape was constructed out of z-spheres, which took a very long time to get right. I also began experimenting a lot more with materials and textures. I wanted to make a fuzzy moth-like creature and had to learn how to make hair in z-brush. I also sculpted this on its side, because I originally imagined it as a cicada sticking to the side of a tree. That design decision gave me many headaches later on.
For this project, I was inspired by The Legend of Zelda: Tears of the Kingdom. In it, a Princess becomes a dragon for thousands of years but eventually returns back to being a human. My concept was, "what if she didn't fully revert back?" The design is simple. a human woman with dragon-like features, such as scales, horns, spines, and a tail. The concept has been done by others online, but I believe mine is the first time anyone has made it three-dimensionally.