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This is one of those sets I always wanted as a kid, but there were too many for the parents to get them all. This is a new render that now includes the crater base plates.
The model is unfortunately quite high in the poly count and because of this I was unable to use UV mapping for the texture as it was just too complex to unravel the mesh, but I find that the texturing turned out reasonably well anyway. I am quite pleased with the overall topology of the body but unfortunately there is a few triangles that can be found around the area where the neck connects to the skull. I also feel like the ears should be redone as they are too pointy and are not accurate to the shape/appearance of an ear.
I also had a little problem when rendering the image so the colours are not entirely accurate as they came out darker then they should be.
Here is a recent render of the island. It may not look much different to my last upload, but there has been quite a lot of work done. Now that detail is getting smaller, its also harder to notice. The Plains and the Ascent levels have not yet been modified, only really the very start of where the first Ascent level was. I have a lot planned for these areas, and im taking my time to design them before i start hacking away at the island. I don't want to cut away at the terrain too much, because in real life its often easier to work around the terrain then try and change it with machinery. I hate seeing in games terrain that's modified or sculpted unrealistically, with roads and buildings in placed that would be built there in real life. Hopefully this will help things just look "right" and help immerse players in the world.
Taïkoo Hui - Tianhe, Guangzhou, Guangdong, China
HDA : Specialist Design consultants
Client : Swire Properties Inc.
Architect: Arquitectonica
Date : 2005 - 2010
See more at : www.hda-paris.com/
Dewailly Cloister Roof - Amiens -France
HDA : Architect
Client : Ville d’Amiens
Architect: H²O& HDA
Date : 2007
See more at : www.hda-paris.com/
TopMod / Sunflow
I designed a "Studio Lighting" scene in Sketch-Up to place my TopMod models for rendering. I'm going for an "Apple Product Shot" look here.
Mercury, rendered in Blender. The large crater in the top-left is Caloris Planitia. DEM from Mercury Messenger project