Thursday, March 15, 2012


Did some more adjustments, lots of work with lighting and post processing. Always open for crits to help finalize the scene more, thanks! :)

Wednesday, March 14, 2012


About to call this done... Few more tweaks and adjustments. Just realized that I need to move the UV for the light to the left, some of the ribbed tube texture is showing. C&C welcomed, thank you!

Tuesday, March 13, 2012

Revisit of Sci-Fi Hallway

After some critiques and studying the Eat 3D Sci-Fi Floor tutorial (thanks Mike!), here are my results.
Been working on this for the last week or so; I re-arranged/optimized UV's for higher textel density, re-did my hi-polys and bakes, and textures from scratch. It was well worth going back though.
Scene still needs some pipes and wires to decorate the walls and ceiling, as well as some dirt floor decals. Some final texture work too, like the busted grating and the ribbed tube.
C&C welcomed, thanks :)

Tuesday, February 21, 2012


Calling this done! Fixed some texture artifacting that was going on. Added a bluish tint to my light glows for final touch. Going to crosspost to my Polycount Digital Sketchbook, and put it on my portfolio site. Thanks to everyone for your help. If you would like to add a critique, please do so. I'm curious to hear what I can improve on. Thanks :)

Monday, February 20, 2012


Adjusted according to crits I received. Lighting re-done to have more pools of light (and get that lava to look hot!). Scratches were minimized, re-adjusted my spec map, added some dirt to the floor (diff/spec). I might mess with the color-shift of the scene. But please, I'm still open for crits! :)

Saturday, February 18, 2012


I think I'm calling this done, would like to hear what everyone thinks. Added some particle smoke effects for the top vents, placed some heat wave cards by the lava, tweaked the lighting and post processing. C&C please and thank you.

Friday, February 17, 2012


Need to add some effects and play with the world properties to adjust lighting and mood of the scene. C&C always welcomed.

Thursday, February 16, 2012

Almost...


Grunge/dirt pass done. Some lighting/effects tweaks. More to come! C&C always welcomed, thanks.

Monday, February 13, 2012

Texturing


Slowly, but surely! Textures in progress, still adding grunge and wear to the surfaces. Just using my diffuse as a specular map at the moment, I will need to create a proper spec map. Got pipes coming, and some lava in the near future. Also going to fix the air vent grate, the metal wires are a little too thick for my taste. Stay tuned!

Tuesday, February 7, 2012


Plugging away at this, just finalized my Max bakes, and am now adding details using NDO2. Just AO and Normals in this shot, taken within UDK. I will develop a Diffuse and Specular map next.

Friday, January 20, 2012

Hi-Poly, Engage!

Started my high poly models. I plan to use NDO2 to help with my normals creation. From tutorials I've reviewed, it is recommended that you do your hard edges in your 3d application, and then do the inner details with NDO2. Still a work in progress, C&C welcomed.


Saturday, December 31, 2011

Sci-Fi Hallway

Whoa, it's been a while! A new scene I'm working on, based on a concept piece for Natural Selection (not my concept). My goal is to fit all of my textures in a 1024 sized UV map. Almost done modeling out the meshes, then it's off to hi-poly modeling/baking!




Tuesday, May 24, 2011

Workbench Set





A project I worked on in the last few weeks.

Tuesday, March 29, 2011

Final Pass




Thanks for all the crits guys, calling this one done. C&C is still welcomed though :)

Monday, March 28, 2011

Right Lane Closed Ahead!




Finalized textures, adjusted lighting and lightmass settings to get better shadows, images are hi-res tiled shots from UDK. C&C welcomed as always :)

Textures



Still have some work to do on this; the textures need another pass of details and tweaks, lighting needs to be adjusted. C&C welcomed as always :)

Thursday, March 24, 2011

Right Lane Closed Ahead!




Need to add some props to my portfolio, so a couple of work in progress shots for a mini scene I'm making. I plan on putting it all together in UDK. C&C welcomed :)

Saturday, March 19, 2011

Support Pillar Concept


Here is an update. This is the main stone pillar supporting the mines. Excited for this one, it's the first hero prop I get to model and texture for the project :)

Thursday, March 17, 2011

Main Beam Concepts


So there is a main room with a main support beam, and these are some quick sketches to get some conceptual ideas down.

Thursday, March 10, 2011

Poly-Paint Practice


So I needed to learn and practice poly painting in Z-brush before continuing the Water Hut scene. C-Squared allows me to practice this technique, and it's pretty cool. First pass textures on this little scene for our cell-phone game. More work to do, stay tuned!

Friday, February 18, 2011

Water Hut the Revenge!

Okay, did some geo work, almost ready get into texturing.


I'm debating if I want to import meshes into ZBrush to polypaint and do some minor normal work, or keep it strictly handpainted textures within Photoshop with just diffuse and spec. I just watched a tutorial and learned how to polypaint, so maybe this could be a good practice scene for that technique.

Any C&C is welcomed, thank you :)

Wednesday, February 16, 2011

Plant Done

Final SS's taken with UDK's hi res tildeshot. Thanks to everyone for your critics, I'm moving on to finish the water hut :)






Tuesday, February 15, 2011

Almost there



Leaves have been slightly desaturated, added dirt grunge to the inside pot rim, and the green leaves have more variation to them. Changed the platform to tiles to match the concept. I'm going to create a vertex paint material for the tile, I'd like to have some dirty water puddles next to it so it looks like it's been watered recently to add that final touch of polish to the project, then I'm calling it done, over, finite! My water hut has been calling to me :)

Wednesday, February 9, 2011

Plant Update

Textures finalized, going to call this finished. Looking for C&C, please and thanks :)







Concept Thumbs

So me and a couple guys have started work on an iPhone game, exciting! It's going to have gameplay similar to Diablo with an isometric top-down view. The game is being built in Unity, and most of the mechanics are in from what I've been told. I'm responsible for the environments, concept art and 3d assets. I've added a link to our development blog to the right, but here are some ideas I pushed out with my wacom:


Saturday, January 29, 2011

Diffuse worked on some more, created a specular map, and made my first pass normal map. Going to adjust the pot normals to match the photo ref better, but I'm liking the results on the leaves, bamboo, and dirt.




Wednesday, January 19, 2011

Green Leaves




Green leaf placement is done, just going to adjust the red leaves a little to fit the silhouette more. Textures and some geo adjustments coming up in the near future!