Archive for the ‘3D works’ Category
Ody - 3D fish
Posted by Ritz | Filed under 3D works, Animation
Hello, meet my little pet here, Ody. He is currently in the process of coming to life. The Base mesh was created in Maya, exported to Z-brush for texturing and detailing from where the normal map and diffuse maps were extracted and the color map, transparency map and the specular map were all created in Z-brush and then exported over to Maya. The following is a video of the rig setup of Ody.
3D Monster Development for the movie “Feeding Grounds”
Posted by Ritz | Filed under 3D works
A work in progress video for the texturing phase of the monster for the movie Feeding Grounds. The base mesh was created in Maya from front and side profile views and exported to Zbrush after UV mapping, for detailing and texturing. I will be posting the creation process along with screenshots of UV maps and normal maps once it is completed.
Hi Resolution 3D Head
Posted by Ritz | Filed under 3D works
Here are a couple of screenshots of a Hi-resolution head I did in Maya for my roommate a while ago. I used a combination of Polygon and sub-d modeling. I photographed the profile views and worked from there. There are a total of 11,696 Triangles on the head.


MFVS Logo animation
Posted by Ritz | Filed under 3D works, Animation, flash
I recently did a 3D animation of the MFVS logo for www.mfvs.cc. The logo was created in Maya using paths from an .ai file which was provided to me. The animation was rendered out in images and exported to flash and converted to flv for web optimization. The animation was supposed to bring out attitude and life in the logo, and the glow, anticipation and follow through in the animation does exactly that. I chose an angular perspective on the logo rather than straight front, to show power and depth in the logo.
Feudal Empires Boundary Walls Level 1
Posted by Ritz | Filed under 3D works, Feudal Empires Game
So, I finally got around to finishing the texturing for the level 1 boundary walls for Feudal Empires. The model was constructed in a way that it can be repeated on an axis. So, one module can be duplicated and aligned together to create a wall as long as the game needs.
The wooden poles were made to look like they were sharpened using a tool. This is the weakest wall in the game, so, it was made to look very unstable and put together by not a very advanced civilization.

Here is a close up render of the poles, to show the detail in the textures. I used a 1024 x 1024 color map along with bump and specular maps. You can see the roughness and the specular highlights in this shot.
