As you may spot, a lot of my 3d work is more concerned with good lighting and texturing rather than modelling. A lot of people believe that a good 3D artist = a good modeller, not necessarily! If your textures don't look right and there aren't any lights or shadows your scene wont look right.
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This is the result of an exam I had at college, The test was to create a low poly truck with a rubber ball in the trailer, attach 4 wheels that turned correctly and drive the truck up a hill, and at the top drop the ball off of the back and make it bounce down the hill.
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Another college exam. Modelling / Texturing a house.
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This was an early complex model I created as part of my college course. It includes reflective materials, boolean connections, and lofted shapes.
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Heres an excercise I designed for myself to attempt to create plausable textures, along with creating realistic depth to the colours, I also had to find the correct ammount of reflection on the balls.
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As an extension to the previous exercise I then animated the scene.
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Here I was playing with the bump-mapping features available to textures. It was good enough to render at high quality.
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Inspired by the Pool balls animation I investigated including inverse kinematics (dynamic effets) to force gravity onto the ball and make it roll around inside the basin without having to keyframe.
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A friend of mine asked if I could create a realistic water effect, here was my initial try.
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Cars have ruled my life since I got my licence in '99, as much them as the personalisation of them. Here is a model I found lying around on a college network drive, which I made some adjustments to.
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