Wednesday, April 30, 2014

Making some progress on the tree.  At this point I wanted to nail the larger forms of the tree, next will be getting some of the finer line details.  Comments and critiques always welcomed.

Friday, April 25, 2014

Added components for the lantern pieces.  I'm still working out final forms in the zsphere sculpt of the tree before I convert it to a base mesh for sculpting out the tree.
Lots more to do, stay tuned!

Tuesday, April 22, 2014

Another update.  I've tightened up the details and applied some edge wear.  Cracks were also added, I may give the cracks some love to provide a little more variation.  For now, I think I'm going to move onto the tree part of the prop.  C&C welcomed!

Friday, April 18, 2014

Tightening the mass shapes of the stone ruins.  I still need to do some more work with the demon head beam, then I'll be moving on to adding the chips and cracks to the stone.

Tuesday, April 15, 2014

Folio time!

Been a while since I've made personal work.  I've decided to make my next art piece a stylized one, thanks to some heavy inspiration from the latest Blizzard release Diablo: Reaper of Souls.  I will be taking a concept by Victor Lee, and turning it into a 3D game asset.

I've started with a 3D sculpt in Z-Brush.  I've started with the ruins.  Still working on the forms and details, but comments and critiques are welcomed.

Monday, August 12, 2013

The polypaint and sculpt are complete.  I'm currently in the retopologizing phase.  Baking, and finalizing my textures come next, followed by rendering in UDK.  CC always welcomed!

Sunday, August 11, 2013

Sculpt is done!  Next is the texturing phase.  I'll be laying a base poly-paint, try and get most of my colors layed down within ZBrush.  Then I'll bake all my maps, and continue texturing in Photoshop.  I plan on rendering this in UDK engine, stay tuned!

Wednesday, August 7, 2013

Everything is modeled out, each piece is equally sub-divided to provide an equal amount of sculpting resolution to every part of the model.  Certain parts have been cut in half, this will give me higher resolutions since I'm saving UV space.
Next up, I will be organizing the sculpt by grouping different pieces together, followed by detailed sculpting.  Stay tuned!

Monday, July 29, 2013

Working on a new prop!  Found this cool figurine of a water well, I immediately wanted to recreate this in 3D.  Currently creating a base mesh in 3DMax, still need to lay out the shingles for the roof and do the bucket parts.  Once the base mesh is complete, I will be bringing this into ZBrush to add the sculpted details of the original photo reference.  Stay tuned!

Monday, December 17, 2012

Hey all!  Took a little R&D break to practice Z-brush and concepting.  Here is something I've been working on for a side project with a couple other guys.  Still work in progresses, but thought I would share to show I'm still being creative :)

Sunday, September 30, 2012

Final Alley Renders

Calling it done for now, need to move on to other projects on my list of art to do :)
Thanks to everyone for the crits, feel free to leave a comment as I may revisit it again.

Saturday, September 29, 2012


Revisiting the Fantasy Alley, made adjustments based on critiques received from friends and Polycount (thank you!).  Floor bsp swapped for sculpted terrain, which is using multiple materials to blend.  Practiced some shader work with water puddles as well.
Still testing the lighting... deciding which to go with.  Suggestions are welcomed!

Thursday, September 13, 2012

I first want to give due credit for the original concept by Ryan Quackenbush, and the original photo by David Edwards.  I will be taking this concept piece and creating a 3D game environment.  It will be in a stylized approach, similar to Darksiders 2 and Orcs Must Die.
This will be a training exercise in using Maya (rusty using Maya!) and Z-brush in my workflow, and then bringing everything together into the UDK gaming engine for a final render.

Currently in the planning stage, I am determining which assets will share texture space, and which ones will have their own.  So far, total texture usage is two 1024x1024's.  I've left room for possibly more textures, as I don't want to exceed the amount of 4096x4096.  I will be drawing a mock texture sheet for my tileable modular assets soon.  Stay tuned!

Thursday, August 16, 2012

Not a whole lot of 3D work from me as of late, but I have been concepting for a game project some buddies and I are working on.  Not much of a concept artist, but here is some of my work so far.

Thursday, July 5, 2012

Here is something I've been working on.  I wanted to challenge myself to do this scene in 10 days.  Taking into consideration that I work full-time, I put in about 60 hours worth of work.  At this point I am taking a break from this.  There is more I could add to it and fix up, but I'd like to get back to my outdoor forest scene.  C&C always welcomed, thanks!

Monday, April 23, 2012

A tree I'm working on. Sculpting away, work in progress.

Friday, April 20, 2012

I've started working on a new scene, based on a concept by Maciej Kuciara. Been doing lots of reference hunting for rocks and forrest regions. I've done some rock studies in Z-Brush, still WIP, as I need to massage out the forms to have the sculpts read as rocks.

Tuesday, March 20, 2012

Another grunge pass, added some minor detail on the meter panel in the back. Shifted some pipes to eliminate repetition on the right. Swapped UV space for the top left light cubby. Pretty happy with where this is, C&C always welcomed :)

Some finalizing tweaks to lighting, textures, UV layout, and mesh additions. C&C welcome!

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


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

Monday, February 13, 2012


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.