Jump to content

Recommended Posts

Posted

Hi all, been a long time lurker on the forum, but today I'd like to showcase a new creation of mine since I've got a bit of free time on my hand.

The goal here was to create a next-gen non-transformable YF-19 game model, including the cockpit and missiles using ~30k polys, complete with normal and specular mapping,

This was modeled in Maya and rendered in Marmoset. Enjoy!

post-5910-0-07440500-1403018040_thumb.jpg

post-5910-0-51468400-1403018046_thumb.jpg

post-5910-0-15981000-1403018052_thumb.jpg

post-5910-0-70145800-1403018057_thumb.jpg

post-5910-0-41110300-1403018063_thumb.jpg

post-5910-0-26981400-1403018070_thumb.jpg

post-5910-0-62764600-1403018076_thumb.jpg

Posted

Welcome back and what a welcome you should have! Your work is amazing. I've seen the power of Maya before and this is again an astonishing model done in that software. The detail of your work is excellent. I especially like the lighting, which gives the model a very realistic appearance. In spite of the low polygon count, this looks great.

Posted

Thanks guys for the comment!

I'll probably work on the pilot next to complete the yf-19, if time permits that is. :)

In the mean time, here is a zip file with high res renders, I accidentally set the jpeg compression a bit too high in the original post.

Yf-19.zip

Posted

Any tips for a fellow 3D artist and Macross fan regarding modelling Fighters :D? I'm more used to soft poly stuff and only dipped into hard surface briefly. The fuselage is something I'm definitely going to run into trouble with so thats one thing I would like to know more about.

Aside from my desire to learn your ways I'd love to say that your work is damn nice. Clean topology and a damn fine job with the textures!

Posted

Thanks everyone for the comments!

@3D-Brainx:

I saw your work here and over at deviant art, and was very impressed. First class modeling and texturing for all I can say!

@grapetang

Yup, clearly made a typo when creating my account, which was like 7 or 8 years ago. :p

@ULessa

To be honest, I've only started drawing professionally for about a year and a half, so the best tip i can give you is when doing the high poly model, try not to overwhelm yourself with complex meshes. Start simple and work your way up to get the shape and silhouette right. The details such as panels and such and always be "carved" out later in Maya or sculpted in Zbrush.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...