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Making Of 'Blast Core'

By Matt Burdette
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Date Added: 27th February 2012
Software used:
Maya

Production

Blast Core was an exercise in being fast, so I used a lot of different tactics I've learned through friends, websites and work buddies. First and foremost, one I found hugely important was modeling with the Smooth Mesh Proxy mode in Maya. Smooth Mesh Proxy is enormously powerful in that you can create really nice, high detail geometry with clean, continuous, edge loops with really minimal effort. A simple box, for instance, begins more or less as a rough sphere with Smooth Mesh, and then by controlling where edge loops are placed on your cage mesh, you can make the edges as round or as tight as you want (Fig.04 - 05).

1493_tid_fig_04.jpg
Fig. 04

1493_tid_fig_05.jpg
Fig. 05


It's awesome! It also makes it super-simple to UV really high detail models later, as all you really have to do is UV unwrap the low poly cage mesh. The UVs are then preserved when you convert your mesh proxy into actual polys (although UV'ing was not done on this project - more on that later)(Fig.06).

1493_tid_fig_06.jpg
Fig. 06





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Readers Comments (Newest on Top)
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(ID: 89283, pid: 0) B-Mart on Mon, 27 February 2012 7:10pm
You good sir.. Are a CG Gangster.. =)
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(ID: 89262, pid: 0) Robert on Mon, 27 February 2012 4:00pm
Great Work! I like how you kindly explained this was mostly 3d, but then showed how you moved to photoshop. I also tend to be a purist and normally don't ever go into post with other programs. When you said mask, do you mean black and white render layers exported... how did you apply the masks exactly? what do you export the masks as? OpenExr or TIF? I'd love to talk more about your workflow and perhaps you can help me with mine. demo reel: http://vimeo.com/2041538 landing page website: www.robertfornof.com
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