Thursday, October 22, 2009

Finished Stone Wall/ Barrel Update

Last night I managed to finish the Stonewall, and I updated an older barrel texture to make it look slightly more old world for use in our level.



Wednesday, October 21, 2009

Texture Maps

Here are a few of the diffuse maps of props Ive created recently. All painted in Photoshop, combination of photos and hand-painting.




Medieval Stone Wall

Working on a stone wall for the more affluent area of the town. Need to redo the top of the support though, the texture is blurry and scaled incorrectly.

Tuesday, October 20, 2009

Some High poly Sculpts.

Here are a few high-poly versions of recent assets Ive created.



Monday, October 19, 2009

Stone Wall

Taking a little break from the buildings. Modular stone wall for tonight. Low poly made with Decimation-Master out of Zbrush off a 15mil poly sculpt. Needs to be far lower though, 1800tris is wayyy too high for what it is I think.

Sunday, October 18, 2009

Tower

Textured the tower. Her is a realtime render of it and the house in Maya viewport.

Friday, October 16, 2009

House Updates.

Small update to the house. Added a spire/porch thing-a-mabob to the top.

Thursday, October 15, 2009

More House Work

Created more modular parts for the house tonight. Roof windows, catwalk, tower are all separate meshes, with separate UV space, so they can be mixed and matched in the engine, saving on resources. Still a few more modular parts to model. Hopefully will get them all texture tomorrow.

Update on Warcraft Inspired Low Poly Sword

I decided to finish up an old project the other day. Really more of a handpainted texture exercise. I think it turned out alright, but I need to study Blizzards techniques a little more.

Wednesday, October 14, 2009

New Level

We began our main level project in Game Design class this week. I have tried to sort of take head of the project, drawing out a layout for the level, a look/influences sheet, outlining each main area of the level and assembling a texture library to ensure different artists models have some sort of level of continuity. We are creating an English influenced Medieval Village, located in a valley area. I will post more details later, but for now, here is a house I have created, both for the level, and to demonstrate the look we are trying to achieve, as well as a modular window, that can be swapped around into different house models. I am going to try and create many of thee modular house/building pieces, allowing whoever assembles them in the level, the ability to mix and match, saving time and resources.


Wednesday, September 30, 2009

Recent Work

Hey Everyone. Its been awhile since I had a chance to post some newer work. I was pretty busy all summer interning at Sputnik Animation, and sort of taking a break from 3D after an intense semester at Gnomon. But now I'm back, final year at Springfield, and the 3D work is starting to crank up. I am in a Video Game Design class working as a environment/prop modeler and texture artist. I am also starting to work on a short animation exploring the interrelationships between surreal Dali pieces. Should be interesting. Anyway, here are some game assets I have created for the game design classes test level. Any crits are appreciated.





Sunday, June 14, 2009

Handpainted Textures

So recently I have been playing around with a hand-painted, Warcraft-esqe style of texturing. One is a sword I am doing for personal work, and the other my first entry in the game-artists.net texturing challenge.



Sunday, June 7, 2009

Keg Cart

I modeled/textured this cart in the past few days. Most as a texturing exercise.





Wednesday, June 3, 2009

Game Artist Speed Texturing Challenge #42

Here is my entry for the Game Artist Speed Texturing Challenge #42: Stump and Stone. I had 120 minutes to create as many maps as we wanted for the supplied model. I had time to create a pretty decent diffuse and spec map, but my normal map left a lot to be desired.

Viewport Render:


Maps:

Sunday, March 22, 2009

Demon WIP

I got sort of sick of the cartoony demon. Sculpting cartoons isnt nearly as fun as realistic things. Here is another interpretation of a demon. This is the sort of stuff I can only think up at 6:00am (the current time) :)

Saturday, March 21, 2009

Stylized Character Bust

Here is a stylized character bust I created in class today as an exercise.

Thursday, March 19, 2009

Finished Barrier

I finished the barrier today. It was a good exercise. Textures painting in Photoshop. Render from the Maya viewport. Maya sucks at rendering normal maps.

Concrete Barrier Game Asset

I decided to do a quick game model tonight. Modeled Low-Res in Maya, sculpted in Zbrush, normal map out of Zmapper. Turned out alright I think for less than an hour. I plan on painting a color/spec map as well, and normal mapping the rebar with the Nvidia Plugin/CrazyBump.


Sunday, March 15, 2009

Elven Gauntlet

A gauntlet done in the same style as the shield. I am going to start a full suit of armour in the near future.

Saturday, March 14, 2009

Elven Shield Timelapse


Someone on ZBC requested a tutorial on how I sculpted the details on the elven shield, so I created another one for a demo and just as an exercise. Its fun! Here is the video and the final result.

Elven Shield

This is an elven shield concept sculpt that I created for my Zbrush Texturing class with Ryan Kingslien. This is one of the first serious hard surface pieces I have ever done. It took me about 5 hours. I plan on creating better edges, making a game mesh, texturing and normal mapping it as an in game asset. Maybe a demo reel piece depending on far I go with it. Thanks for viewing!


Thursday, March 12, 2009

Muslim Male head study

I did another head study from a sphere for Ryan's class. I like this one more than the female. It has more character.


Monday, March 9, 2009

Speed Sculpt for Class

A head speed sculpt for Ryan Kingslien's Zbrush class.

Thursday, February 26, 2009

Wednesday, February 25, 2009

Threedy.com Sculpting Challenge #14: Celebrity Caricature

I chose to do "Cosmo Kramer" (Michael Richards) as my celeb. We have a total of 5 hours to manipulate the provided basemesh into a cartoon-like sculpt of the celebrity of our choice. Here is my sculpt, 3.5 hours in.

Sunday, February 15, 2009

Demon WIP

This is my vision of a demon. Still working on it.

Saturday, February 14, 2009

Zombie Final

Finished the zombie bust. Still images to come.


*Please view in High Quality*

Monday, February 9, 2009

Zombie Update

More work on the Zombie. The next step are:

-add in more bone exposure (spine, clavicles)
-refine decay
-add in more facial details
-experiment with hair options
-poly paint
-displacement map and render in mental ray

I really want to take this to completion as a portfolio piece.


Sunday, February 8, 2009

zombie bust WIP

Hey everyone!

I started a Zombie bust today. I am placing bone structures underneath the skin, and then chipping away, using Ryan Kingsliens "Zombie Brush" mainly. I still need to add more detail to the face, and then address the other sections of the bust. I need to build zsphere clavicles and a spine as well, to expose those. But its a fun exercise!

Tuesday, February 3, 2009

Dancers

Another gesture study, this time with two figures. The complexity of the poses took a while to sort out, and I need to work on a lot of the anatomy I'm sure. I will be showing this to Ryan in class Friday to see if I can get any tips.