12/8/14

3D Mech Concept Art

Was playing XenoSaga Xenogears this morning, and decided to concept a Mech. Utilizing Hard surface sculpting methods for this piece; primarily HPolish, Dam Standard, Clay Tubes, and Clay Buildup brushes.



8/27/14

Modular Level Design

Been learning how to maximize pixel density from modular texture sheets. I created the images below from a 512 x 256 texture sheet still building much more for the world from said sheet.

Using 3DS max to build models, adjust pivot points for seamless snapping

xnormal and NDO to make the normal map that I use to create the Ambient Occlusion map that goes over the color map for the Diffuse map

Placed in UNITY for realtime rendering.



5/14/14

large Rock Formation Finished

Finished my First Large Rock formation for my scene. I created the rock earlier in the week, finished my maps this evening. Specular Map, Normal Map, Diffuse, and AO. The render was done in Unity 3D. 882 Tris. This was created using Zbrush, 3DS Max, UNity, XNormal, Photoshop, and NDO.




5/5/14

large Rock Formation



Here is the first piece of my latest project for my portfolio. This was created using ZBRUSH, 3DS MAX, Photoshop and Xnormal.

4/24/14

Name in Video Game Credits! Marvel Puzzle Quest

Got my name in the Credits of a video game I did Software QA on. Here is the image



And a link to the game to download "Paste in your address bar"

Playstore - https://play.google.com/store/apps/details?id=com.d3p.mpq

AppStore - https://itunes.apple.com/us/app/marvel-puzzle-quest-dark-reign/id618349779?mt=8

Steam - href="http://store.steampowered.com/app/234330

12/10/13

Face Sculpt Female

Decided to do another facial sculpture! This time it is a female. Here is the image.





Metal Texture

I created a metal texture a little while ago using Photoshop and 3DS Max. The entire image was made from scratch. Here are the images below



And a 3DS Max Render



12/4/13

Head Sculpt Zbrush

I was interested in trying to create some dreadlocks on a character using Zbrush. I started with a sphere, blocked out the form of the head shape, then sculpted in detail and broke up the symmetry. Then I went on to create the dreads using Curve Tubes, noise, and the Fiber Mesh for this character.



8/10/13

Favela Art Test

I had to go about making a Favela for a Art test a little while ago. The requirements for this will be posted below:

model the whole scene in less than 1000 triangles

Respect the pixel density of 64 pixels per meter

You can’t use more than two 512 x 512 textures

You also need to provide us a mid day light map (around 2pm)

We want the style of the model and texturing to be realistic


This is what the final Render looked like (in 3ds Max)



I ended up having this model come in at 981 Tris. Getting the model to 64 PPM was done by making a 512 x 512 texture sheet and applying it to a 8 meter x 8 meter sheet with 8 x 8 faces.



From their I broke up all the pieces and respected the pixel density to make many modular pieces for this Favela



I created the favela from the pieces I had
I then created a lighting set up for 2pm and baked a self illumination map out.
Afterwords I cleaned up the model and brought it into Unity to render out from a game engine


7/16/13

Modular Shanty Town Environment Art

As of late in my free time, I have been working on modular pieces for a shanty town style environment in order to learn more about modular level design. The purpose of these pieces would be the ability to quickly build a level for a game that looks rustic and worn, and to resemble a third world environment.

I constructed 71 modular pieces that I could repeatedly use in a scene


I created all the pieces then went onto build a wall to apply all the pieces to. I have 6 distinct walls built so far here is an example of how they look below



I have a total of 3 diffuse texture sheets for this project as well. The normal, specular, ambient occlusion and cavity maps were built from the Diffuse Maps, and pieces were constructed from the texture sheets.



The pivots on the buildings are able to be snapped on a 16 ratio plane which would work nicely in UDK with no Z fighting. I will be adding windows and doors using booleans and placing in windows and doors I have as models. A quick example of that is shown below with no cleanup work.



So with the right amount of pieces, I will be able to created unique and interesting buildings for levels using these pieces once fully finished.

7/11/13

Stylized Blade W.I.P

Here are some images of a stylized sword I am working on. I created the base model for it in 3DS Max. Then I went on to seperate the straps from a cylinder object in Zbrush Using Slice Curves, Poly Groups and The Panel Loop Feature. And placed on some "Temp" Matcaps to figure out how I will color this and how the scratch detail will look that I plan on adding to the weapon.



7/1/13

Texture Presentations

So I found out that I can Utilize DDO to create texture presentations in the future. It has the ability to take your maps you used to generate the texture and place them in order as shown below. This will be very helpful since I am working on my Portfolio Site to show off my texture work!