5/1/13

Terrain Stuff

This project I have been working on as of late has involved me incorporating Mudbox, Photoshop, Unity, and world Machine into my workflow. I first created a base terrain in 3ds Max and unwrapped it then imported it into Mudbox. From their, I created my basic shapes of the terrain and added slight detail going no higher than 4.5 million Polys.



Once I was finished sculpting the terrain in Mudbox, I went on to extract a displacement map from mudbox and then bring it into World Machine to add detail and a BMP map to my terrain. playing around with the panels and downloading a macro off the world machine site gave me this



I baked out an ambient occlusion map, a light map, a diffuse map, and detail maps for the diffuse to incorporate later in mudbox/photoshop. Then I brought a height map in from world machine into Mudbox to continue sculpting, adding detail, and baking more maps. I also created my diffuse maps in Mudbox and messed around with the channels and layers to get a nice stylized texture going for the terrain.



Then I imported the heightmap I created in Mudbox back into WM and exported it out as a raw file to import into Unity. The texture I made for the terrain was exported from Mudbox to Unity.





The skybox created in the background was also custom made by me as well. I created that in mudbox by using a 1024x4096 map and painted a stylized cloud texture on the canvas and used a gradient on the background to make it appear as if the sky got brighter the higher it went up.



4/9/13

Bones Run 3ds max

A run animation I have been working on. Used CATS in 3ds max and made it to where it can loop. The model it is on is skinned and does the run with no errors. i will upload it the run cycle + the animation in 7 more weeks as its something I am working on at school right now (top secret!)



4/3/13

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.



2/26/13

Rock Walls

A few rock walls I created the other day, created in ZBrush and textured in Zbrush. Renders done in Mudbox and ZBrush

2/9/13

Stylized Concept Tree

I am making a scene over the weekend that I am conceptualizing in my head. The scene will be a house on a hill with a tree growing out of the house around a forested area. I created the tree the other day in zbrush


This tree was created using a Zsphere, then I used sketch on the polygon version of the Z sphere model to bulk out the tree. I created hollows and branches and things of that sort as well.



I also sent a lower poly mesh into 3ds Max after decimating the polycount down in order to retopologize it. I used the freeform tools in 3ds max to create this Tree in a side by side comparison to the decimated tree. The polygon flow is much smoother and more optimized for in game use.


Keep in mind that I am trying to keep the polycount low and as non hyper realistic as possible. So I plan on spending the time to make Painterly textures to go on my models and may possibly avoid normal mapping, but I will probably end up emphasizing more on my ambient occlusion maps as well in the near future.