Portfolio
The portfolio of Sam Fish.
Monday, March 7, 2011
Balcony
A digital model of a tattoo parlor and the apartment upstairs. This model is in the same style as the courtyard model. It too is planned to be eventually merged into a larger scene. This is currently my favorite model that I've made.
Courtyard
A digital model of a local courtyard. I tried to keep the vertex count as low as I could while maintaining the expected quality for high-poly modeling. The reason for attempting to keep the poly count down was because I plan to make this part of a much larger scene eventually. In the mean time it can stand on its own as a relatively detailed digital model.
Sunday, February 20, 2011
M-79 Grenade Launcher
A digital model of an M-79 Grenade Launcher. This model was modeled using a circle as the base of the stock and then extruding from there. I didn't model the large lifting sight that rests half way down the barrel foraesthetic reasons. The wood the model is laying on was created using a series of procedural textures, a color ramp, and a plane.
Saturday, February 19, 2011
Grass
An eerie dreamscape, composed of an endless field of grass and a starless sky. This was primarily a test of a technique for making grass. The grass is a particle system with children enabled. Its shader settings consist of a simple color ramp starting out with black at the base then suddenly changing to green and eventually fading into a dark yellow. The idea behind the base being black was that there would then be no need for an AO pass, which could drastically increase render times. The lighting system is a basic set up of two spot lamps, one slightly yellow and one slightly blue.
Stair Case
A model of an urban staircase. All the hard edges are slightly beveled to avoid the look of "perfect" 90 degree edges often present in 3D work. The stairs are made using a single modeled stair which is then replicated with an array modifier. The most important skill I learned from this project was how to map an image to the camera and then block in the basic proportions of a scene from that image. I loosely followed a tutorial posted on blendercookie.com and obtained the reference image from flickr.com.
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