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  • DlL: I'm new to Maya and our teacher in class is not the most amazing teacher. I'm an animator in my second year. I have fun building...
  • emi: Thank you for the lesson, it very useful, I hope you will make vedio leesons in the future
  • Björn: I guess your character turned out pretty good, but have you never heard that you should never have triangles in your mesh? :o
  • Antony: That's only really true if your mesh is a base to be taken into ZBrush. Even then, ZBrush can handle triangles. For a game model...
  • Alexander Teplitzky: Alexander; 4th year animator. outstanding work - the true face of 3d animation!
  • marie: I love your work. I took up Maya before but one of my teacher doesnot teach us well... Anyway, I find your book so usefull and...
  • marie: You Modeling Reel is awsome! What software did you use? Thanks. =)
  • Antony: Hi Marie, I use Silo, Maya and Photoshop...hope this helps.
  • Simon: Hi Anthony, Well i am looking forward to this tutorial you have going, I will be using Cinema 4D, great wotk loved your red sonja.
  • toolika: cool reel!
  • Fred: Its the coolest I've come across so far...simple and cute.. and not stereotyped...its a tutorial you should start thinking about...
  • ZIKEO: Hi there Dude Nice Tut, simple and to the point. Very much the same way I model already. Z Amapi - Carrara user.
  • portia: this is really one of the best wed site. really very usfull....
  • Bob Martin: What a great contribution to the world of character building. We are all very grateful for artist like you who are willing to...
  • Clebersales: This is very well, congratulations. Not stop, I want see finalized.
  • Aaron: Great tutorial. One of the better ones I've found. However, I can't really tell how you connected the legs to the body. It...
  • Richard: OMG dude! This tutorial is great and your cartoonish female model are simply AWESOME!!!! It would be nice to have some Hair...
  • Jovan: I got your book about 5 years ago and I love your work. But there's two things I would like to say. One, that picture reminds...
  • George Rubio: Easy, useful, short and cooooooool!!! I've seen your tut many many times. Greetings from Mexico City ;)
  • Kleber Xavier: Hello, Greetings. My name is Kleber and I am coming back to you because I would like to make a character for me. She has the...
  • Antony: Hi, please email me and we can discuss this if you like...
  • Anula Singh: Hi I was looking for such tutorial thanks a lot i am able to do now real time human body modeling I am learning MAYA...
  • Andre: Hi Antony As a newbie to 3d, I found this hugely helpful and I really had fun and managed to model the arms, legs and torso...
  • Dillon: Very nice tutorial. I am very confused about how you "joined" the leg and arm to the torso, however. I tried deleting facing and...
  • Jed Hunsaker: Excellent work! I especially like your female modeling skills.
  • Linda Galvin: Nice Reel. Have you considered putting together a how to on building a reel, showing the production steps towards making still...
  • Jack: Wow! It is soo cool of you to share your process. I really am learning a lot from it. Thank you so much!
  • Walter: Thanks for having that tutorial on Character Modelling. I applied what you did in Maya and used it in Lightwave. It was much...
  • Rob: This tutorial was very inspiring to me. I've just begun a college Maya class and I'm excited to learn the techniques as fast as...
September 2009
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Availability

My current contract is due to end this month, which leaves me available for hire from October.

I am free for full time game related artwork, animation and rigging as well as high resolution modeling for print, advertising, TV and animation. For more information please download my CV from the “”About Me” section of my site.

Have a look through my gallery, and my slideshow to see more of my work. If there is something in particular you need, but cannot see it here then please get in touch so we can discuss how I can help you.

Friday, September 18th, 2009

Pipeline - Stage 03

3. Model Testing

When you are happy with your model import the high resolution version. Its important to have the full version of this car and not just half or, when you come to generate a normal map, it will have a line down the centre.

What you need to do now is test the topology, making sure the surface will look as good as it can when a normal map is applied.

If using Maya apply quick and dirty UV`s to the optimized model using the Automatic Mapping tool. Now you can generate a quick normal map to fully test the model.

To generate the normal map use the Transfer Maps tool found under the Lighting/Shading menu.
Under “Target Meshes” add the low polygon game model.
Under “Source Meshes” add the high resolution model.
Under “Maya Common Output” set the “Sampling Quality” to preview while you are working to generate quicker maps.

Remember to keep both models in the same world space!

What you should have now is the low resolution model with the normal map applied, looking smooth and detailed! Its at this stage you can rework areas of the model, optimize further or tweak the topology. This will effect the normal map but when you want to test the surface again just apply Automatic Mapping again and throw out another preview normal map.

Continue on like this for as long as you like.

NOTE: If working on a hard surface which will have elements that will be seperate, car doors for example, you can use the normal map to guide you as you cut around the seams. It is important to keep these edge normals hard though so the normal map will look the same when they are detached.

Tuesday, September 30th, 2008

Pipeline - Stage 02

2. The Game Model

When you are happy with your model, and it has been approved, export the low resolution version and take it into Maya, or an equivelant package.

This will give you a good, low poly base to work up into your game model, so its now time to chop out all the extra polygons you don`t actually need. These will include geometry added to give detail which the normal map will cover, so are now redundant.

You can also use this time to optimize the model, removing any polygons which don`t actually add to the models silhouette or topology.

NOTE: Its generally easier to work on half the model at this stage, so long as your model is symetrical.

Tuesday, September 30th, 2008

New site goes live!

With the help of Robin at Solarise Design I am proud to launch my new and very much improved site. It has a loads of new features including an integrated blog, so feel free to look around and even leave a comment or two :)

Monday, September 29th, 2008

Pipeline - Stage 01

This is the first in a series of posts detailing a pipeline I have been working through for a while now…Hopefully it will be useful to some of you :)

1. The Source Mesh

Before you do anything else work on your subdivision surface model. This is a low resolution, proxy model which can be smoothed to create a higher resolution version.

My personal preference is to use Silo for this stage but feel free to use Maya, or your preferred application, so long as you can export two models. A low, and a high resolution model.

I like to get as much of the larger details into the model in Silo, before moving into Mudbox for finer details. Mudbox is also great for cloth, this can be a pain to model but this is down to preference.

If you are creating something less organic then Silo is also ideal. If creating a car for example I add in all the details like the indentations around doors, and I try to bevel most edges. Just remember these won`t be in the final game model, but will be in the normal map, which will catch the light giving the appearance or more geometry than there actually is.

Its at this stage which you send some screen grabs to your client for feedback, or approval. Chances are things will need tweaking but that’s the beauty of working with Subdivision surfaces, alterations don`t take too long.

Sunday, September 28th, 2008

Artist of the week!

I was recently “Artist of the week” on the Challenge3D network. You can see my interview here - Challenge3D

Sunday, September 28th, 2008

Accepted into Exotique 4

Great news! My work “Stylised Female” has been accepted into the new book, Exotique 4 by Ballistic Publishing. This is great news as the model is over a year old, it just means I have to pull my finger out and do something better for my next submission.

Friday, September 26th, 2008
 

 

 

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