Saturday, November 17, 2012

Environment for Prototyping

I haven't posted in a while and this has been a project I've been on for a few weeks. Everything was going badly and I fixed a few of my problems. I modeled, UV'd, AO'd, NM'd and Textured this in about 2.5-3 hours. I'm hoping it works for my projects and that my teammates are as happy with it as I am.





Thursday, September 6, 2012

Completed Cannon Comp

Finished modeling the civil war cannon using the references previously posted. I'm posting the completed low poly because the high poly look so similar from a distance.


Thursday, August 16, 2012

Cannon Concept Refs

These are the first of many references for a cannon I will be modeling and texturing. Started with basic textures for the wood and metal. Got some images that were more detailed so that I could see what exactly I needed to build and how.




Tuesday, August 14, 2012

high poly model retop

I retopped my original 4million poly model with topogun. I brought it down from 4million faces to just under 2,000 faces.

Thursday, August 2, 2012

Starting to detail out the headbust that was chosen as my "pick of the litter". I've been watching a lot of tutorial trying to wrap my head around standard facial anatomy. As time has gone on I've gotten a bit more familiar so this will be a very good lesson for me.



Monday, July 30, 2012

Temple Door Concept Model

This model is another rework in progress. I did the base models in Maya 2013 and did some test normals/AO's in Mudbox. I am going to create some new Normals within Maya because I feel I can get better results from Maya. 




Concept Generator Low Poly Model/UV's

 Finished (for the 2nd time) my low poly generator from concept. The concept art belongs to the original artist. Currently working on the higher poly pieces to create normals and pushing all work into mudbox for live painting of the Diffuse, AO and Spec maps.





Tuesday, July 24, 2012

Quick sketch update.

The following sketches and silhouettes are not yet formatted with a flat gray background but I will be updating them to reflect the standards that I usually uphold. 

This piece is a work in progress that I won't to move forward with. Have some adjustments I need to make to the top of the head and some base anatomy needs to be re-worked.




Wednesday, February 22, 2012

Finished Asset, Simple Boulder

This is a simple boulder I've decided to model and texture. I wanted something to break up the monotony of the floor space so I built this. I spent less than 30 minutes modeling and texturing because it's a tertiary asset. I'm not sold on the texture or the color scheme. I also have two different normal maps I'm using because I can't decided which I like more.




Finished Assets Jail Cell Bed, Toilet and Bucket

Had a lot of work go on the last couple of days that I haven't posted. I've been super busy modeling and trying to get everything to come out the way I wanted to. I still have some textures I need to edit, mostly it's adding grunge/wear and tear and compile the corresponding normal maps for those textures. The bed I made for the jailcell is completely modular so that I can use the pieces somewhere else. The stone toilet was modeled after an early roman toilet even though it's a basic shape.  Everything was initially modeled in Maya and then exported to Mudbox for some detailing. On the stone toilet I exported out a base sculpt layer and retop'd that model to use as my low poly model. Some of the pieces had additional normal maps made out of the textures and those were composited into the base normal maps.





































Pillow AO Map.


Pillow Normal Map.




To round out the room I have a list of possible assets I am going to build:
>Wall light source, possibly a sconce.
>Wooden Desk
>Additional walls to break up the monotony of having one wall.
>A Bed sheet or blanket
>Metal Table for the secret lab
>Organic light source (a hybrid Hercules Beetle/Firefly is my current WIP)
>Hero model for the backpack