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
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! | ||||||||||||||||||||||||||||||||||
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Sunday, July 19, 2009
Final 3d total sculpture challenge
Wooo! i finished my entry for the 3dtotal sculpting challenge. It was a great learning experience.
Here is a link to all the final submission. click here.
Here is a link to all the final submission. click here.
Thursday, July 16, 2009
3d total Sculpture challenge
Wednesday, July 15, 2009
A new experiment Facial Rig done in xsi. The facial rig is made up of 6 main blendhapes for the mouth. Wide, Smile, frown, upper lip up, lower lip down, and narrow. These were then split on half ...
A new experiment Facial Rig done in xsi. The facial rig is made up of 6 main blendhapes for the mouth. Wide, Smile, frown, upper lip up, lower lip down, and narrow. These were then split on half given me 12 shapes to work with. The eyebrows are a similar method, 2 main shapes split on 2.
All these shapes are then driven by their respective controllers using link with and expressions.
The belly was made in a similar facion. Using a latice to control the flapping of the belly through a link with paramenter on each axis of the control null.
All of the blend shapes were made in zbrush, using layers to mask out the sides of the body that i did not want to have deformations.
These is a simplified version of another rig developed. Work spent on this was 2 days. For the facial stuff only.
A new experiment Facial Rig done in xsi. The facial rig is made up of 6 main blendhapes for the mouth. Wide, Smile, frown, upper lip up, lower lip down, and narrow. These were then split on half given me 12 shapes to work with. The eyebrows are a similar method, 2 main shapes split on 2.
All these shapes are then driven by their respective controllers using link with and expressions.
The belly was made in a similar facion. Using a latice to control the flapping of the belly through a link with paramenter on each axis of the control null.
All of the blend shapes were made in zbrush, using layers to mask out the sides of the body that i did not want to have deformations.
These is a simplified version of another rig developed. Work spent on this was 2 days. For the facial stuff only.
Thursday, July 9, 2009
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