Monday, December 9, 2013

Testing out Marmoset Toolbag 2





Just getting some test renders in of some recent props I made. 



Saturday, August 10, 2013

Charge Blade - Defiance

Concept by Patrick Dailey
Model by me with a 256 shader, and a temp shader for blade (to be done in fx)

Charge Blade with fx (by Jay Lee) upon initial release of the blade from handle.
Charge Blade with fx (by Jay Lee) that play during attacks.
Charge Blade with fx (by Jay Lee) that play during idle.
                           



Wednesday, June 26, 2013

Zbrushed -Overgrown Tiled Floor

Added more moss, and showing Tiling

Workflow from Maya and Zbrush to baking onto a plane.
Rendered in Marmoset.



Thursday, June 20, 2013

Quick pillar prop for fun.

Random quick pillar prop just for fun. I was testing gloss and spec color.
 Practicing material definition. I think I could take it further.

Monday, May 20, 2013

Energy Pod for Octopus Trainer Villan thingy..and a little squid for the tube. .ok, just some sketching high poly.



Added the front plate Octopus and some glow action.



Background jelly squid type for the mechanical jelly. This was a quick 3-4 hours .

More props from Defiance...
















Shipping containers that were made in Green, Blue, and Red.
These are scattered across the world and pvp maps.



Friday, May 17, 2013

Iron Demon Tank

Iron Demon Tank I created for Defiance
It was made in a beige color like this because it was a tint-able prop,
so that we could have different color ones placed around the world.
Uses a single 1024 Diffuse, 512 Spec, 512 Norm and 512 Tint map.

Wednesday, February 27, 2013

Ripper from Dead Space






Final Shot of the Ripper fan art.
~working process~
High Poly done in Maya. I am still changing things as I am baking it down 
to the low poly. Some of the proportions are still off. I plan on doing some 
more detail work in nDo and then finally doing the rest of the texture in dDo. 

^Low poly done and baked, time to start texture in nDo and dDo^

Low poly with diffuse, spec and normal map applied. 2048x2048
About 70% was done with nDo and dDo, and some of the finer details 
were just done with standard Photoshop texturing techniques.

Tuesday, February 5, 2013

Zbrush Speed sculpt- Rocky canyon type wall- Tileable

Getting faster with the Zbrush sculpting tileable textures in this attempt I tried for a rock
 wall texture that doesn't seem tileable, but totally is. I sculpted it in Zbrush brought it into 
Photoshop, did some tweaks with nDo for the normal map, then started to overlay textures, 
then added some color, and finished it off with some highlights on the cracks to make 
them pop more. I went for speed on this one, and got it done under 2 hours. 
I would still do some things different next time, but...it is just for practice and fun.

Zbrush Speed Sculpt - Muddy pools

Mud sculpted in Zbrush, textured with Photoshop, nDo, and dDo
This took about 4-5 hours for the final look.
On this I really tried to focus on 3 levels of specularity,
by having dry mud, wet mud, then finally just muddy water.

Thursday, January 24, 2013

Cobble Rock Zbrush Sculpt

I also used some ndo and ddo (all hand painted on with masks) on this version.

Another vid, trying to control the light better...

More Cobblestone, different style

Tiled 1.5 times. Rendered in Marmoset
Tiled 3 times. Rendered in nDo2
Made with Zbrush, nDo2, and Photoshop