Friday 5 February 2010

3D Print

The 3d Print was completed today! See pics below.


Thursday 4 February 2010

Not so bad ass finished... nearly

I couldn't quite manage to complete the hands of this sculpt to my liking. They took far too long to sculpt and was probably the one component that took the longest to do out all the parts and I still didn't arrive at a conclusion that I was happy with. That's probably why the boot also remains incomplete. It would have been nice to finish both however I am satisfied with the experience I have gained!








Due to the shape of the hand in this design and the fact that I was having no success with sculpting the basic shape I had exported from 3D Studio Max into Mudbox I chose to completely model the hand in 3D Studio Max. This proved to be a problem as can be seen on the renders as the hand doesnt match the style and form of the rest of the action figure. Mudbox isn't able to model hard edges successfully enough! Something which on further investigation zbrush can!


Bad Ass Finished

The evil action figure is finished. I had severe problems when Boolean Unioning all the components together with computer power! Hence why there are no facial features as I was going to complete them when the meshes were all together. I will sculpt them in by hand once the figure has been 3d Printed.








Wednesday 3 February 2010

Goodie hand

As I was finding creating the hand in 3ds Max and then importing it into Mudbox a problem, I used a basic cube from Mudboxs standard shapes and then beganb to manipulate it with the sculpting tools. However as can be seen from all the photographs the vertices and poly lines are all out of alignment and even though the meshs were at the same sub division level there was a higher frequency of polygons on one side of the hand to the other. This proved to be a problem as both sides of the hand were behaving differently to one another as I was sculpting.





Tuesday 2 February 2010

Baddie from standard cube?

I was originally going to sculpt one of the figures traditionally, however I chose to persevere with the digital sculpting process. I chose to sculpt this character from standard shapes offered by Mudbox, in this case a cube. This proved to be a really quick process as it is an organic design. The limitation of Mudbox is that it doesn't
have enough options to specify how many vertices you start with on each face.


Wednesday 27 January 2010

Design Change

I have decided that I prefer this design to the previous design. There are more possibilities for detailing the armour overlapping than previously.





This is the much simplified base mesh from 3D Studio Max, when I increase the polygons in Mudbox the halves are subdivided equally with identical vertices on both sides of the mesh. This allows for symmetrical sculpting and being able to manipulate both sides of the mesh identically.



This simplified mesh was also proving difficult for Mudbox to interpret correctly. I intend to use the symmetrical sculpting the manipulate the mesh, I found that there were some additional polygons where one one half of the model compared to the other, yet in 3DS Max they were identical.