Sunday, December 13, 2009

3D Total 2nd Award!



I got me another shinny trophy at 3dtotal. For the low poly comp, my bug came out 2nd!

Saturday, December 12, 2009

Im 24!! lol.

Lately, ive been working on a few things. Mainly research on how to certain things. One is making my portfolio better, helping out a friend with his. And trying to figure out how to do casting better. With that in place, i started doing some research on real time shaders. And tryint to learn how to use these.

Along the way, i found out that max2010 has awesome real time shader abilities, so ive been messing with that and mental mill. Also gave shaderfx a try. I cant wait to actually have something to show.

This link was given to me by chris barker. Pretty cool movie on how to make a zbrush turntable

Sunday, October 11, 2009

halloween spirit

In homage to Paul Richards ( cuz he freaking rules!) i did Frankenpumpkin. It was a boring saturday afternoon, and so, i decided to have at it.




3d total award!


I got my 1st award at 3dtotal. :)



The Threedy Top Poster ( for posting more than 100 times! )

http://forums.3dtotal.com/awards.php?do=viewaward&award_id=22

Tuesday, September 29, 2009

3d total Game art Challenge 31

The game art challenge 31, consisted of making a bug. Here is my take on the matter. This challenge lasted 2 weeks, and i worked on this 23 hours ( every nigth for a whole week)

Project break down!

Modeled inside of softimage 7.1 and zbrush 3.5. I tried using some of the new zbrush zshphere 2 features to sketch out the insect. After wards i took that inside of softimage and cleaned up. Textures were painted inside of zbrush, retouched in photoshop.

Normal maps were not permited in the comp. I used the green channel (Y) to bake into my diffuse textures. I used zbrush's 3.5 ambient occlusion alphas to bake the ambien occlusion. The specualar was completly done in zbrush. All maps are 1024x1024. The diffuse is a 32 bit map, with embedded alpha.

The polycount limit was 1000 tris. In the end my polycount ended up being 995 tris!

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Painting in values
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Quick concept sheet. Handrawn and painted in photoshop.
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Sunday, September 13, 2009

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This is what i did for the 18th speed sculpting challenge, over at threedy total forums. It was a nice little comp. This thing took me bout 5 hours and 53 minutes. Bout two evenings of work. There you have it, Crimson Viper from Street Figther 4






Monday, August 31, 2009

Comic Con Challenge Final Entry!!

And so i finished my comic con challenge entry! I feel so freaking accomplished! :)

I must say, working on this thing was a lot of sweat and blood....and lack of sleep lol. I got to play around with things i normally wouldnt mess with. But its so gratifying when is done and you are trying to finish, and your coworkers keep passing by going . "HOLLY SHIT! THAT LOOKS AWESOME!"

Thanx to those that helped me out. Thanx to chad, for letting me borrow the exc machines to work them..my laptop is not as fast lol.

So...on to to the exciting stuff. Project breakdown.

I used softimage and zbrush head to head for modeling. Roadkill and softimage for uvmapping. Zbrush for sculpting and texturing. Normal maps were baked in both softimage and zbrush. I actually used zbrush to paint all of my base textures then took them into photoshop for retouching.

I started using Softimage to model the base mesh. Then went on to zbrush to have my way with it until the sculpture looked badass. From that point forward, i used a combination of softimage and zbrush to re-topologize. In the end, i would use zbrush's project all feature to transfer materials, textures, and sculpting detail on my newly retopologized meshes.

For final rendering and compositing, i used softimage toon shaders. And using a mixture of photoshop layers to achieve the over saturated look.

Most of the inspiration for this came from Street Figther ( specially 4 ), Team Fortress and the contra series!