I'm nearing the end of my first semester here at FIEA. I have to say it's been pretty sweet so far. I've learned tons of new tips n tricks, got my feet wet with low-poly modeling, retopologizing, learned WAY more about ZBrush, learned how to work with engines, and am starting to become a fiend at my skills in general.
I still have many (many many) a project to go until I consider myself extremely prepared for the industry, but so far I'm not letting myself down too much, and my inspiration, scope, and vision have never been better. I could definitely have gone on from UCF without grad school...but man...the things I was forced to do here, the people I'm forced to work with, the tedious yet extremely useful projects I'm made to do: It's all helped me out so much that I think me just sitting at home doing tutorials just would'nt be enough for me, not to mention the amount of work I have left to do, its insane.
A shoutout to my mom, it's her birthday today (technically yesterday) Happy Birthday Mom!
On the horizon is a ton of work to do for my capstone game, Nexus. There's a strong chance you can find it at www.thenexusuniverse.com. I think my teammate Andrew Bertino still needs to get the domain name finalized, haha, so it may not be ready just yet.
I have some side projects lined up, as well as some models I've yet to put up. The models on here now are relatively very high poly. I've started to really care about polycount and am now getting myself accustomed to the low-mid poly range.
Also, Toothless seems to be a popular hit on my website. I've taken the initiative to go ahead and re-work him all over again. The mesh-editing is just about finished, and I have to say... he now looks. Legit. End of story. I've said he's done like....what...3 times now? This is it folks. If this one doesn't work, I'm giving up, haha. Aside the fact that his limbs were too short and were placed incorrectly, my biggest problem was the UVs. They gave me Zero amount of space to work with in ZBrush, so all of my details turned out to be junk (I overlooked it at the time). I did the UVs in Maya 8.5 at the time, and now that I'm upgraded to 2011, I can Smooth UV Tool to my hearts content :D
So far the map looks infinitely cleaner, I'm excited for it! Going back on this character over and over again has taught me so much about matching style and meeting expectations.
I'll prob update at the end of winter break.
Toodles
-Mike
I still have many (many many) a project to go until I consider myself extremely prepared for the industry, but so far I'm not letting myself down too much, and my inspiration, scope, and vision have never been better. I could definitely have gone on from UCF without grad school...but man...the things I was forced to do here, the people I'm forced to work with, the tedious yet extremely useful projects I'm made to do: It's all helped me out so much that I think me just sitting at home doing tutorials just would'nt be enough for me, not to mention the amount of work I have left to do, its insane.
A shoutout to my mom, it's her birthday today (technically yesterday) Happy Birthday Mom!
On the horizon is a ton of work to do for my capstone game, Nexus. There's a strong chance you can find it at www.thenexusuniverse.com. I think my teammate Andrew Bertino still needs to get the domain name finalized, haha, so it may not be ready just yet.
I have some side projects lined up, as well as some models I've yet to put up. The models on here now are relatively very high poly. I've started to really care about polycount and am now getting myself accustomed to the low-mid poly range.
Also, Toothless seems to be a popular hit on my website. I've taken the initiative to go ahead and re-work him all over again. The mesh-editing is just about finished, and I have to say... he now looks. Legit. End of story. I've said he's done like....what...3 times now? This is it folks. If this one doesn't work, I'm giving up, haha. Aside the fact that his limbs were too short and were placed incorrectly, my biggest problem was the UVs. They gave me Zero amount of space to work with in ZBrush, so all of my details turned out to be junk (I overlooked it at the time). I did the UVs in Maya 8.5 at the time, and now that I'm upgraded to 2011, I can Smooth UV Tool to my hearts content :D
So far the map looks infinitely cleaner, I'm excited for it! Going back on this character over and over again has taught me so much about matching style and meeting expectations.
I'll prob update at the end of winter break.
Toodles
-Mike