Wednesday, April 30, 2014
Friday, April 25, 2014
Tuesday, April 22, 2014
Friday, April 18, 2014
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
Sunday, August 11, 2013
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!
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
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
Polishing
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
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!
Friday, April 20, 2012
Tuesday, March 20, 2012
Thursday, March 15, 2012
Wednesday, March 14, 2012
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
Friday, February 17, 2012
Thursday, February 16, 2012
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
Friday, January 20, 2012
Hi-Poly, Engage!
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