My Mega Man Projects.
These were all semester or exam projects I created during my stay at Noroff.
These pieces are single frame renders of different Mega man charcters, which have gone through the standard 3D pipeline of modeling, texturing, lighting, rendering, and post process.
Eddie - From Mega Man
Gun-Volt - From Megaman X
Rush the dog - From Mega Man
Beat the bird - From Mega Man
Eddie - From Mega Man - BREAKDOWN.
For Eddie, I went with a more reaslistic style. Most of the focus went into the texturing, where I went for a more PBR based method of applying the textures, here the wear and tear would tell a story.
The lighting made use of colored three point lighting and a fancy dessert skydome I found online (to give the metal something to reflect). The last step was post process where I put it through several camera raw filters and a zdepth filter.
Sources used:
“geogap” Skydome by Greg Zaal: https://polyhaven.com/a/goegap (CC0 liscence).
Sky background used in post process: https://www.pexels.com/photo/scenic-view-of-sea-during-sunset-315987/ (Free to use comercially and uncomercially).
Modelling
Texturing
Lighting and rendering
Textured platform
Post process
Gun-Volt - From Megaman X - BREAKDOWN.
For The Gun-Volt piece I put the most focus in trying a new texture style. Where I wanted to go for something more styalized with painted lighting and edgelines. (The city background was created with a greeble generator provided in sources).
The Lighting was originally gonna be colored but I changed my mind due to it being too intense.
The same goes for the post process where I dulled down the saturation.
Sources:
Greeble generator Source: https://www.highend3d.com/maya/script/simple-greeble-for-maya-for-maya by Viral.
Sky background source: https://www.stockvault.net/photo/192544/thick-clouds by Pixabay.
Modelling
Texturing
Lighting and rendering
Scene pieces
Ground, light pole and city background
Post Process
Rush the dog - From Mega man - BREAKDOWN
For this project I went ahead and tried another texture style, which was three tone shaded. The project would share space with Beat the bird, in the sense that both are in the same world, in different spots near Dr. Light's base.
in the modelling process I tried setting up for rotatable eyes and posable limbs. however at some point the locator on the eyes, (which allows it to look around), lost it's history.
The lighting and rendering process went about the same as the previous projects.
The post process made use of blur and transparent blue layers to give illusion of depth, and finshed of with adding shadows to the eyes as well as a camera raw filter with vibrance to glow up the image.
Modelling
Texturing
Created and textured scene pieces.
(Ground, background terrain, grass straw, tree and clouds).
Rendering
Post process
Beat the bird - From Mega Man
This project had almost the same pipeline as the rush project, though this time I was able to get the locators to work so the eyes could look around.
(The mountains were shaped from a plane using a stamp).
Sources:
Mountain Stamp: https://erinstavri.wordpress.com/2016/06/03/landscape-modelling-and-lighting/heightmap/
Modelling
Texturing
Created and textured scene pieces:
(Mountains and clouds).
Lighting
Rendering
Post process
Thanks for checking it out :).
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