More progress on the shoulder joints and back / structure.
Here you can see the bearing system that will hold the joint in place, still deciding on how to assemble the overall joint and connect the arm to the torso.
Showing posts with label angels. Show all posts
Showing posts with label angels. Show all posts
Tuesday, September 7, 2010
Saturday, September 4, 2010
Piece of the puzzle
Besides being sick and focusing on exercising, I've been as busy as ever. So with the downtime from being somewhat laziness-bound I've worked more on the mechanical angel design and FINALLY got some more software working again...
I started on the hip area and the joint system for where the legs will branch from the hip. Still needs a lot of work as I'm visualizing how joints should move and be fluid but I'm also constantly weighing decisions on what mechanical features I want to emulate the human anatomy and still retain a more "machine" feel.
I also started on some of the structure work in the forearms....
I started on the hip area and the joint system for where the legs will branch from the hip. Still needs a lot of work as I'm visualizing how joints should move and be fluid but I'm also constantly weighing decisions on what mechanical features I want to emulate the human anatomy and still retain a more "machine" feel.
I also started on some of the structure work in the forearms....
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
mechanical,
modeling,
personal,
solidworks,
soulburned,
steampunk,
vray
Friday, August 27, 2010
Gearing up for some fun!
I've been pretty busy most of this month doing a LOT of everything except my artwork. Filming projects coming together, music production and recording studio stuff aside; I've been dealing with some computer issues as of late and finally got all the bugs worked out and software back in the game to do some more work.
As of right now, I'm finally fleshing out some ideas on paper for the wing designs. Let's just say toying with a lot of notions for how the final piece should look can be fun and difficult at the same time. So far my favorite design which i may post up after a few iterative sketches are proofed, is a multi-spur gear system that the blades will be attached to, to create the wings themselves.
Above, you can see I've started the base for the joint, and i'm just trying to decide on how I want the overall design to look before i start working the entire span from Humerus, elbow, radius, all the way out to the phalanges. The wings will definitely be menacing :)
Just another view to see the mechanical structure that will connect the wings to the body frame. Note that the Joints will actually be pointing almost completely vertical when the actual wing skeleton is created.
So far she's coming together better than i imagined, I just wish it wouldn't take me so long to progress. It definitely helps to do your homework, an excellent quick reference for proper anatomy of a wing, now that I know this, I know what I want it to look like (since it will be mechanical) but I will at least have the proper ideal to source from.
As of right now, I'm finally fleshing out some ideas on paper for the wing designs. Let's just say toying with a lot of notions for how the final piece should look can be fun and difficult at the same time. So far my favorite design which i may post up after a few iterative sketches are proofed, is a multi-spur gear system that the blades will be attached to, to create the wings themselves.
Above, you can see I've started the base for the joint, and i'm just trying to decide on how I want the overall design to look before i start working the entire span from Humerus, elbow, radius, all the way out to the phalanges. The wings will definitely be menacing :)
Just another view to see the mechanical structure that will connect the wings to the body frame. Note that the Joints will actually be pointing almost completely vertical when the actual wing skeleton is created.
So far she's coming together better than i imagined, I just wish it wouldn't take me so long to progress. It definitely helps to do your homework, an excellent quick reference for proper anatomy of a wing, now that I know this, I know what I want it to look like (since it will be mechanical) but I will at least have the proper ideal to source from.
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
haitus,
mechanical,
modeling,
personal,
solidworks,
soulburned,
steampunk,
vray,
WIP
Monday, August 9, 2010
Amazing-race?
It's amazing how far I got just from scratch piecing things together.. I've reached a point where i really need to start sketching out plans for what I need to finish to make sure things remain consistent and believable.
Quick render of frontview
Quick render of sideview.
Once all the major framework is properly in place, I'm going to do some finishing work with wires and detail work.
I wish I had friends to be around to collaborate with on stuff.. On another note, the orchestral song project I was working on is complete finally! I am going to be spending the next few days prioritizing my projects and really deciding what should be worked on next: to final product!
Quick render of frontview
Quick render of sideview.
Once all the major framework is properly in place, I'm going to do some finishing work with wires and detail work.
I wish I had friends to be around to collaborate with on stuff.. On another note, the orchestral song project I was working on is complete finally! I am going to be spending the next few days prioritizing my projects and really deciding what should be worked on next: to final product!
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
mechanical,
modeling,
personal,
solidworks,
soulburned,
steampunk,
vray,
WIP
Saturday, July 31, 2010
These organs definitely don't grow on trees..
Just playing around with the model a bit more. I need to really sit down with this project and start forging ahead. Another close-up of the mechanics, and a quick and dirty render with Vray.
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
mechanical,
modeling,
personal,
solidworks,
soulburned,
steampunk,
vray,
WIP
Friday, June 25, 2010
Wierd Science
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
mechanical,
personal,
soulburned,
steampunk,
vray,
WIP
Wednesday, June 23, 2010
She's back...
Some more progress on the mechanical angel...
An oops shot, playing with the DOF settings and never have before, now i know they directly control the size of the aperture and not the F-stop like a physical camera.
Dialed back in right, still got a pretty "extreme" DOF effect on but it's within reasonable expectations..
An oops shot, playing with the DOF settings and never have before, now i know they directly control the size of the aperture and not the F-stop like a physical camera.
Dialed back in right, still got a pretty "extreme" DOF effect on but it's within reasonable expectations..
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
mechanical,
personal,
soulburned,
steampunk,
vray,
WIP
Tuesday, June 22, 2010
My angel in disguise, Part 2
Finally! Getting to play with some of my projects, and I'm enjoying the little updates here and there. i'll soon be back to modelling the steampunk-ish angel, just playing around with some new texture ideas and a different renderer.
So far I'm liking the way she's turning out. I definitely want a rustic look to her. Now that I like some of the texture ideas going on I need to do some real texture mapping.
Just playing with the light, and no GI is not on.
Labels:
3d,
3ds max,
angels,
art,
cameron bashaw,
cg,
girls,
mechanical,
personal,
soulburned,
steampunk,
vray,
WIP
Subscribe to:
Posts (Atom)