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Mirror’s Edge 64

Fake Description: “Mirror’s Edge 64 was to be a revolutionary first person game well ahead of its time. Taking advantage of the awkward 64 controller, developers intended to give the players the most realistic immersion possible on the 64. The control set-up allowed for independent control not only the head and body, but also manually aim faiths eyes for greater range of view.

The character model of Faith too was an achievement in itself as well: she had real time articulated and animated fingers! Sadly, due to too many technical and financial constraints, Mirror’s Edge 64 was scrapped.” -

Personally, I’ve love to play a game like mirror’s edge is stereoscopic 3D, or even better, the Occulus Rift XD

Software used ~Maya, Photoshop, After Effects~
Commissions starting at $15 ! More info

Mirror’s Edge 64 - Faith Connors

Free runner and parkour expert, Faith Connors! I would really love to seen the whole in the cel-shaded style!  Could have been so fluid and smooth~!

Had my mp3 player on shuffle and “Still Alive" played; reminded me how much I love Mirror’s Edge! Easily one of my favorite First Person Non-Shooters. I love the sense of vertigo and scale in it!

LOVED animating for first person animation, I might do more of it in the future :)

Software used ~Maya, Photoshop, After Effects~
Commissions starting at $15 ! More info

Is animating a low poly model more restricting compared to a higher poly model?

No, I consider low poly more liberating personally.

With higher poly models, especially when leaning towards realism, you have to be careful not to fold, clip, or collapse parts of the model in on itself; it just looks wired and out of place when working with more polys.

With low poly models, it fun to exaggerate and break the rules; no pressure to be constrained by “realism” or that one obscure poly not skinned correctly. Not to say low poly animating is easier, but it is very refreshing not having to worry about the (sometimes) extreme details that often come with higher poly.

imagedetail link

pumpkinonline:

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——- > KICKSTARTER PAGE HERE <—-

AND NOW THE FUNDRAISING BEGINS. 

We prepared for 8 months for this moment, to pitch this game to the public and see if we can drum up enough interest to help us get the budget we need to get the project rolling. More info about the Kickstarter soon. 


SIGNAL BOOST THIS FOR US IF YOU CAN THANKS :3

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Pumpkin-Online is a Harvest-Moon / Animal Crossing inspired mmo currently in development by indie game company, Pumpkin Interactive, we need a lot of support to make this happen so please follow, and spread the word about us
PLEASE SUPPORT OUR KICKSTARTER! IT ENDS SEPTEMBER 18th.

Hello everyone!  My name is Mark Jenkins and I’m the Lead Modler/Animator at Pumpkin Interactive. We are team of Indie Developers from all over the U.S. and we’ve been working on an extremely tight budget. However, in order for us to move forward we need your help! Depending on the amount donated you get various rewards upon completion of the game as well as rewards sent to you during development. Find out more in the links and video above! Thanks again! You all are the best!

Commission: “Eye Ball Shaun's OC

A fun unconventional character. What I wonder: how does the cigar…? Maybe its best not to ask those sorts of questions lol

Software used ~Maya, Photoshop, After Effects~

have you ever tryed pixel art for your low poly renders?

As in rendering out sprites using 3D renders? Or doing actual pixel art by hand done to look like low poly renders?

I have done low res 3D renders as pixel sprites before, but not traditional pixel art. Its a bit more tedious than what I prefer. I should upload some of my college work, I’ve an example of it there. Personal reminder this is ;)

Commission: “Fae the Magicalfernys' OC

Been a little white since I did something fun a cute, thanks fernys! :)

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info

Commission: “Mourning Owl" a Metal Gear Solid OC for thesorrovv

You have a good friend in krystalcoconut; they commissioned it :)

P.S. I never knew Metal Gear Solid OCs were a thing, but I’m liking them :P

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info

Commission: “Teala Hart" for mahoukokorohime
-3D view here

Another one for mahoukokorohime, the alternate form of Blu deAni (link), the non-magical Teala Hart. 


Reminds me, I watched the new Sailor Moon: its pretty good. Not sold on the apparent CG transformation scenes though :/

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info

Heya! I was just wondering what do you use to create texture maps? I've been doing guesswork for my texturing and it never works the way I'd like it to (Y'know 'cause I'm guessing how the image would look on the shape... doesn't work out usually > p <) So yeah! It would be neat to know how you do it (O u O)!

Check out this similar question (link) it might be more of what you are looking for, if not please continue reading :) 

Before doing any texturing, I always look at the models UVs (pronounced U-VEEZ). They are coordinates on a 2D plan that map how a texture image is displayed on a 3D mesh. They can be rearranges, scaled, rotated,cut, sewn together just like like the mesh, but only in a 2D plan. In maya, it looks like this, will be using Captain Falcon for this example:

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From there, when the mesh or any of its pieces are selected…

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…they correspond to a location in the UV editor.

How the UVs are arranged is entirely dependent on who modeled it: arranging UVs is like doing a puzzle with the exception that all the pieces need to make sense to you (or whoever else is texturing). I typically put a models head and face UVs secions in the upper right, bodies on the left, feet on the bottom, etc.It all depends on the complexity of the model, if pieces can mirrored or not. All factors to consider when modeling.

As long as you (or whoever else is doing the texturing) are able to tell what is where, there is no *wrong* way to UV. That goes without saying, you want to make the best use of space in the UV editor, try not to have large gaps of nothing.

But before I actually do any texturing, I make sure the UVs are laid out properly. A good way to tell is by using a checked texture, Like this one:

v Feel free to use one and all! v

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^ Feel free to use one and all! ^

If the squares are not deformed or stretched when applied to the mesh, then the UVs are good, if not, simply move UV points, sew edges, split edges, scale, rotate, etc as needed. It can be time consuming, it can be tedious, but worth the effort to get a good texture.

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See any distortion?

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Yes, some of the squares and number “3” are stretched beneath his armpit, that mean said texture would also be deformed if I textured without accounting for it. But since that particular area did not have much detail or focus, I left it as is, and said distortion is hardly noticeable with the final texture applied.

Was bit wordier than I intended, hope that helps :)

P.S. I must confess: doing UVs is my ABSOLUTE favorite part of 3D modeling. I cannot stress enough how much I love arranging pieces into nice organized works of art ready to be textured OvO

Commission: “Sick Flamingo" a Metal Gear Solid OC for krystalcoconut

Another fun commission! Probably intentional, but krystalcoconut’s Sick Flamingo reminds me a bit of Psycho Mantis from MGS1 

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info

the-regressor:

The Laugh of Us: Early beta footage from the cancelled game

CHARACTERS: Joel, Ellie, the Infected

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info
Made while watching: He-Man (2002)

Last of Us Remastered is out today! So here is a repost of something I did about a year ago when the PS3 version launched. Got the idea for the punny title thanks to Ellies attempts at telling jokes at certain points in the game lol

Commission: “Alex" a Reploid OC for 

Forgot to que this one >< But yes, another fun commission :) Reminds me a bit of Cyborg 009 mixed with Mega Man.

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info

Captain Falcon - 3D view here (correct link)

Nintendo/Smash Bros Characters

Ever since F Zero GX/AX, Captain Falcon has devoted more and more of time to Smash Bros. I guess the winnings and thrills are much more worthwhile to an ex-mercenary turned ex-F Zero pilot.

Now the big question: Who is  the King of Punches: Falcon or Lil Mac? >:]

Software used ~Maya, Photoshop, After Effects~
Commissions starting at $15 ! More info

Commission: “Sand Person" OC for 

An OC sand person from Star Wars. I honestly did now know that race had a fan following. Then again, EVERYTHING in Star Wars has a fan following :P

P.S. Forgot to mention; I’m still in the process of revising my commission pricing and such, but until then, current rates are still in effect.

Software used ~Maya, Photoshop, After Effects~
Low poly commissions starting at $15 ! More info

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