Just some overhead fun/work done at Sway. Short, but sweet was the idea. And yes, I should've smoothed the mesh on the front windshield. :)
Tuesday, January 17, 2012
Digital Painting!
Yay! Finally finished this a couple of weeks ago.
I know, I know. It sucks, next to your badass matte painting and/or sketch of the Mona Lisa you did on a piece of toilet paper while on the crapper, but this was a huge accomplishment for me! :D
I know, I know. It sucks, next to your badass matte painting and/or sketch of the Mona Lisa you did on a piece of toilet paper while on the crapper, but this was a huge accomplishment for me! :D
Red Faction Guerrilla
Some test renders from the Red Faction Guerrilla cinematic I worked on a couple of years ago (Done at Tigar-Hare).
On most assets I've upscaled, retextured, and shaded the models. On some, I've also done the modeling. I didn't do any texturing on the Walker.
On most assets I've upscaled, retextured, and shaded the models. On some, I've also done the modeling. I didn't do any texturing on the Walker.
Saturday, November 19, 2011
Max to Maya Modeling Quick Ref
NAVIGATION-
-Ctrl+Shift+DragLeft/Right = Zoom based on marquee
-Isolate = Shift+i
-Poly Count = Heads Up Display
QUADS-
-Shift+RightClick = Quick model-editing tools (i.e., extrude, bevel, cut, etc.)
-Shift+RightClick = Create objects
-Ctrl+RightClick = Quick selection tools
-Ctrl+Shift+RightClick = Coordinate System
SELECTION-
-Subobject/Component Level = F8 (Object/SubObject Mode)F9 (Vertices), F10 (Edges), F11 (Polygons)
-Shrink/Grow = Shift+<>; Ctrl+RightClick
-Loop/Ring = Ctrl+RightClick; Select vertex/edge/poly and use arrows (Haha...FUCKING AWESOME)
-Convert Selection To = Ctrl+RightClick; Cntrl+F9/F10/F11
-Select Vert/Edge/Polygon Loop = Click poly, then Shift+DoubleClick end component
-Select Element = DoubleClick Poly
-Ignore Backfacing = Mesh Component Display>Backface culling; Shift+RightClick>PolygonDisplay>Toggle Backface Culling
TOOLS-
GLOBAL-
-Remove = Delete Edge/Vertex; Backspace
-Collapse = Merge component to center
EDIT VERTICES-
-Delete = Delete Vertex
-Break = Split Vertex or Detach Component
-Weld = Merge Vertices
-Target Weld = Merge Vertex Tool
-Chamfer = Chamfer Vertex
EDIT EDGES-
-Extrude = Extrude Edge
-Chamfer = Bevel
-Chamfer but keep OG Edges = Offset edge loop
-Bridge = Bridge (Simple enough)
-Bevel Profile = Insert Edge Loop>Profile Curve
-Connect = Insert Edge Loop (AutoComplete off); or SplitPolygon for non edge loops
-Connect (Simple-form) = Connect Components
-Quickslice = Cut Faces
-Cut = Split Polygon
-Slide = Slide Edge
-Cap = Fill Hole
EDIT POLYGONS-
-Bevel = Extrude
-Inset = Extrude (using ONLY the scale function; ideally, in a uniform manner)
-Bridge = Bridge
-Attach = Combine
-Detach = Extract
-Ctrl+Shift+DragLeft/Right = Zoom based on marquee
-Isolate = Shift+i
-Poly Count = Heads Up Display
QUADS-
-Shift+RightClick = Quick model-editing tools (i.e., extrude, bevel, cut, etc.)
-Shift+RightClick = Create objects
-Ctrl+RightClick = Quick selection tools
-Ctrl+Shift+RightClick = Coordinate System
SELECTION-
-Subobject/Component Level = F8 (Object/SubObject Mode)F9 (Vertices), F10 (Edges), F11 (Polygons)
-Shrink/Grow = Shift+<>; Ctrl+RightClick
-Loop/Ring = Ctrl+RightClick; Select vertex/edge/poly and use arrows (Haha...FUCKING AWESOME)
-Convert Selection To = Ctrl+RightClick; Cntrl+F9/F10/F11
-Select Vert/Edge/Polygon Loop = Click poly, then Shift+DoubleClick end component
-Select Element = DoubleClick Poly
-Ignore Backfacing = Mesh Component Display>Backface culling; Shift+RightClick>PolygonDisplay>Toggle Backface Culling
TOOLS-
GLOBAL-
-Remove = Delete Edge/Vertex; Backspace
-Collapse = Merge component to center
EDIT VERTICES-
-Delete = Delete Vertex
-Break = Split Vertex or Detach Component
-Weld = Merge Vertices
-Target Weld = Merge Vertex Tool
-Chamfer = Chamfer Vertex
EDIT EDGES-
-Extrude = Extrude Edge
-Chamfer = Bevel
-Chamfer but keep OG Edges = Offset edge loop
-Bridge = Bridge (Simple enough)
-Bevel Profile = Insert Edge Loop>Profile Curve
-Connect = Insert Edge Loop (AutoComplete off); or SplitPolygon for non edge loops
-Connect (Simple-form) = Connect Components
-Quickslice = Cut Faces
-Cut = Split Polygon
-Slide = Slide Edge
-Cap = Fill Hole
EDIT POLYGONS-
-Bevel = Extrude
-Inset = Extrude (using ONLY the scale function; ideally, in a uniform manner)
-Bridge = Bridge
-Attach = Combine
-Detach = Extract
Sunday, January 23, 2011
Artur Sayan Demo Reel 2010
My demo reel, showcasing my works on lighting, shaders, modeling, and texturing.
Here is a breakdown of my demo reel. Please click on the images to enlarge...
Artur Sayan Demo Reel 2010 from Artur Sayan on Vimeo.
Here is a breakdown of my demo reel. Please click on the images to enlarge...
Saturday, October 2, 2010
Mini Flow
The Mini Flow...one of the smoothest projects I had the pleasure of working on. I had the honor of being the CG Sup for this fun spot. Got to do lots of lighting, creative input, art direction (as far as color-lighting/comp-tweaks go), scene assembly, plate projecting...the works! At first, I was intimidated by the concept: hundreds of cars...matching live-action plates!! But thanks to a great team, and a well-planned show, we managed to get through it while having fun!
Saturday, April 24, 2010
Tron Legacy Trailer
About two years ago, I went to work at Digital Domain for the Tron 2 trailer. Coming out of an arch-vis industry and never having worked on any project like this before, it was uber-overwhelming for me. After about two weeks, I started to get the hang of it. I learned what it takes to work in a real team of artists: the communication needed amongst peers, the planning beforehand of the workflow, etc. Working at Digital Domain was a dream for me at one point in my life, but sooner than later, it became a reality. Anyways, enough of this emotional crap! Down to business...
I was brought on to build the interior scene of the trailer--the white room--which was somewhat of a rendition of the room in Space Odyssey 2001...did the modeling, lighting, shaders, textures, and scene assembly for that shot (it was, pretty much, my baby). I also did a little look dev, here and here, and modeled and textured the rock formations which made up the mountains surrounding the Tron environment.
It's definitely the coolest project I've worked on. I got to work alongside some of the best artists and learned a lot from them. Overall, a very awesome experience!
I was brought on to build the interior scene of the trailer--the white room--which was somewhat of a rendition of the room in Space Odyssey 2001...did the modeling, lighting, shaders, textures, and scene assembly for that shot (it was, pretty much, my baby). I also did a little look dev, here and here, and modeled and textured the rock formations which made up the mountains surrounding the Tron environment.
It's definitely the coolest project I've worked on. I got to work alongside some of the best artists and learned a lot from them. Overall, a very awesome experience!
Wednesday, April 7, 2010
Done for the night!
More renders to come! Specifically, stuff from Sway Studios, Tigar Hare, and Digital Domain.
Drum Kit ('05-ish)
I took on this massive modeling project while in school at ITT Tech. Back then, my theory was "model every single detail, to the teeth, as high-poly as possible." lolz ...I think we all have had our "superfluous poly modeling" phase at some point. haha
It was fun, though. I learned a lot about sub-div modeling, and, learned a lot about Vray (I used Vray for the first time on this project).
I remembered I had rigged this bad boy, but lost the file. :/
It was fun, though. I learned a lot about sub-div modeling, and, learned a lot about Vray (I used Vray for the first time on this project).
I remembered I had rigged this bad boy, but lost the file. :/
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