Tuesday 19 January 2016

Marlon R. Nunez


Marlon R Nunez is a character artist that is self-taught but also works in other fields such as rigging, animation, and simulations.

Here are some areas of expertise of Marlon R Nunez:

·         Concept art to 3D model
·         Strong understanding of human anatomy
·         Sculpting and high-definition models
·         Low poly modelling and topology
·         UV mapping/pack
·         Rigging (Character TD’s from bipeds to quadrupels)
·         High resolution / Hand painted textures
·         Animation and hair/clothing simulation
·         Motion capture cleaning


 Here are also some of the software programmes that Marlon R Nunez uses for his work:

Maya
·         3Ds Max
·         Zbrush
·         MARI
Photoshop
·         Substance Painter
·         Substance Designer
·         Marvelous Designer
·         After Effects
·         Arnold
·         Vray
·         Keyshot
·         Marmoset

Here are some game projects that Marlon has worked on as part of experience:
·        
     Project Cars (PS4, Xbox One, PC)
·         World of Speed (PC)
·         Need for Speed Shift 2 – Unleashed (PS3, 360, PC)
·         SKiD Racer (Chrome web store, Facebook game)
·         Test Drive: Ferrari Legends (PS3, 360, PC)

My opinion of Marlon’s work is that all of his work is very creative and highly detailed models and textures; my personal favourite is the, Winter Operation – Realtime Character because of the detail and creativity of the model, design and also the texturing of the models.

Wednesday 13 January 2016

What Is Diffuse/Colour Map?
·     The most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface while displaying its original pixel colour.
·     Any bitmap image, such as scanned images or images captured by digital camera, can be used as diffuse map to represent photo realistic quality.
·     Users can also use image software to make pre-rendered texture effects such as shadow, bevel, bump, lighting or weathering effects.  This approach can effectively simulate real-world 3D effects while greatly saving system resources and rendering time.
What is a Specular Map?
This texture mapping method allows parts of an object to have a specular effect which is to define the maps shininess and highlights.

What is a normal Map?
·     A Normal map (Pixel shader only) is made from a high polygon model. Its color representation will affect surfaces like a regular bump map while providing higher degrees of detail.
·     iClone can import normal maps created in ZBrush or 3D Studio Max. By using normal maps you can make simple low-poly models appear as highly detailed 3D objects.
·     If the image you are loading is not a specially designed normal map the result will not be as good.
What other types of texture mapping are there?
Other types of texture mapping include;
·         Opacity map
·         Bump map
·         Glow map
·         Reflection map

What is PBR rendering?

PBR which stands for physically based rendering is the concept of using realistic shading/lighting models along with measured surface values to accurately represent real-world materials. PBR rendering is becoming increasingly popular and game engines like; Unity 5, Unreal engine 4, Frostbite, Fox engine all use PBR within the engine.

This is my knife I created in Maya as an experiment and decided to add texture to it which I created on Photoshop, using different colours and images and giving my knife a worn look with the colour eroding away.
This is the head of my robot I designed, I chose the head and started breaking it down to the basics to show what my robot would be made of and all the part that are used within my robot.