Tuesday, December 29, 2009
Sunday, December 13, 2009
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
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
3d total award!
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!





Painting in values

Quick concept sheet. Handrawn and painted in photoshop.
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!





Painting in values

Quick concept sheet. Handrawn and painted in photoshop.

Sunday, September 13, 2009
Labels:
Crimson Viper,
Raul Aparicio,
Softimage,
Street Figther 4,
Threedy forums,
XSI,
zbrush
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