I created this bullock cart as part of our practical exam, where we had to model the game asset based on given references within a 3-hour time. The process included modeling, texturing, and lighting to achieve a well-rendered final output.
I was required to create a well-crafted low-poly scene suitable for a game. So decided to design a scene that aligns with a fantasy-themed world, aiming to capture a magical and immersive atmosphere.
For our mid-semester practical's, I modeled a low-poly cannon based on the reference provided by our Sir. The task involved efficiently creating the model within the given time, refining it by cleaning up the Mesh, adding appropriate lighting, and applying materials to enhance its visual quality as a game asset.
We were taught the fundamentals of managing low-poly modeling, focusing on creating optimized content for game development, ensuring a themed environment.
This was one of my first assignments where our teacher gave us a pre-made model. However, the goal was to learn how to manipulate different materials and textures, along with basic lighting techniques, to create realistic rendered images of various object materials such as glass, wine bottles, or steel material.
I wanted to practice and gain a deeper understanding of material manipulation. I aimed to create something visually appealing, so I decided to make a glass jar with carefully controlled properties. Inside the jar, I added honey and manipulated its characteristics to enhance the learning experience. Here are the final results.
The objective was to texture a prop that appears scary or fits into a dramatic scene, so I chose a mirror. The idea was to give it an aged appearance with blood scattered on it. After loading the textures into Maya, I fine-tuned their properties and created a distinctive look by carefully manipulating the lighting.
My main objective was to develop realistic textures and materials for a leather sofa. After creating the textures using Substance Painter, I applied and adjusted all the texture properties in Autodesk Maya. Additionally, I added lights and created a visually appealing look to achieve realistic and eye-catching renders.
I wanted to create a food item that combines both crispy and soft elements and textures. After creating textures in Substance Painter, I fine-tuned their properties and proceeded to develop a scene to enhance the quality of the renders.
The primary objective was to achieve a realistic and sharp appearance for the knife textures starting from the base imported file in Adobe Substance Painter and created textures, further, it was added in Maya to enhance the overall look, resulting in the development of a kitchen theme or scene to showcase the knife.
I had to create a nice-looking ring render in which my main focus was on materials, lighting, and stage setup. I started by making a fabric base with Cloth FX in Maya. Then, I assigned and adjusted the materials for the rings and spent a while adjusting the lights to make the render output bright and shiny.
This project aimed to improve my understanding of creating bifrost liquid and controlling its properties in greater detail. also, my goal was to animate the process to achieve greater realism.
The intention was to craft a fictional horror scene in which flames emanate from a skull. The primary objective was to gain a deeper understanding of 3D Container Smoke FX in Maya, including all its properties in detail.
While working on this project, the main objective was to learn about UV mapping in Maya, as well as how to import UVs into Photoshop and create textures using it. Finally, I attempted to create live CG Images for the Table
The main objective of this project was to design a robot that appears to have dents and scratches from a tough fight using Adobe 3D Substance Painter. Additionally, the project aimed to precisely adjust the robot's UVs and import the texture maps into Maya while adjusting their values accordingly.
The main objective of this project was to create a 3D animated logo from scratch. The process involved modeling the original PNG logo in 3D, then further adding materials to it, and then added lights to the model to make it look shinier and bold. The next step was to animate all the elements to create an eye-catching and attractive 3D-animated logo. Finally, the logo was rendered using the Arnold engine, and further sound and transitions were added using Premiere Pro.
This is my first 3D Product model in which I have worked and understood all the procedures from modeling the object in detail to adding shaders, also worked on the UVs of the bottle then worked on the materials and added textures then worked with Arnold Lights with it's Specular and rendered the Output with help of Arnold Rendering Engine.
Texture Designed By ASK Creations
Wireframe Render
In this project, my aim was to learn more advanced modeling techniques and convert them into circular shapes using the "Bend" feature in Maya. The primary objectives were to gain a deeper understanding of materials, including UV mapping, and how textures can be created using Photoshop.