Tuesday, December 29, 2009

Marmoset Tool Bag

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So i started using marmoset, pretty cool little tool to preview your low poly in real time, in a game engine.

Scuba helmet. I used marmoset to preview my diffuse, normal and specular while working on them. It made it very quick for me to see how each map was affecting the other.

I also revisited my entry for the 3dtotal low poly challenge 17. The bug. I was dying to see what it would look like inside of marmoset. After fine tuning the textures a little bit, here is what i have. Not bad huh?

Click on the thumb nails to enlarge

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