3/26/13

Escapist Challenge Stylized W.I,P

I am working on the Escapist project on Polycount with a Character Artist friend of mine. The link is here if you want to read more about it/follow - http://www.polycount.com/forum/showthread.php?p=1799981#post1799981T

We have been working some of the assets and getting the scenes ready. Here are the parts of the project I have been working on.



I have been working on assets and the environment artwork for the first part of the scene and texturing it as well as optimizing the geometry. All of the texturing thus far has been in Mudbox, and the normal maps I have done thus far have been baked on in 3DS Max. We have started blocking the scene out and plan on bringing it into Unity or Unreal for the beauty shots.

3/25/13

Painting Stylized Books In Mudbox


Another Stylized Painting Tutorial! This one involves me painting a book set in Mudbox. The normal map for the books was created in 3ds Max by projecting higher poly books onto a 4 sided box in 3DS Max. Then I brought the normal mapped box into mudbox and painted a fitting texture.

3/14/13

Isolation Room

Here is a scene I have been working on for the last 3 days, this scene is a concept room I had in my head that's occupant has locked himself away from the outside world for solitude. The room is 1023 polys, it has specular maps, normal maps, ambient occlusion maps, bump maps, gloss maps, and lighting in the scene. All textures were created by me and nothing was photo-sourced other than the PlayStation logo and case, the FILA logo, and Magnavox logo, using different effects such as filters and hand painting textures to come up with this. The renders were done in 3DS Max, textures done in Photoshop and Mudbox.



3/5/13

Far Cry 3 trophy Knife

These are images of a knife I made from an image of a Far Cry 3 knife. This knife's base mesh was created in 3ds Max, then sculpted on in ZBrush. The decimation was done in Zbrush as well, then I brought the model into 3DS Max and created a retopologized version of the triangulated mesh. Then I went on to Bake the normal map from the high poly to the low poly and rendered it out using V-ray and a scanline renderer. The retopologized knife is 514 polys, the High poly sculpt is 6 million polys.