Wednesday, September 15, 2010
time to retreat and rethink
Putting my folio ( the modeling part ) in halt to get the new site pimped out and ready. Thinking of maybe changing blogspot look while im at it. Kinda embarrasing when people ask me for my site and i have to send them to blogspot. I still think blogspot is the future. Yall, just wait a few more years...
raparicio.com if anyone is curious
raparicio.com if anyone is curious
Monday, July 19, 2010
Thursday, June 3, 2010
Industry Giants 2010
Industry Giants 2010! June 11th & 12th. Taking place at the SMU campus, in Dallas, TX. I will be trying to take as many picture and document and maybe even video record some of what happens. and post it up! This year we have an incredible line up.
Guy Williams, Visual Effects supervisor, Weta Digital
Stephan Martiniere, Art Director - Id Software
Jeffrey Dates, CG/VFX Supervisor - The Mill
Joseph Gilland, 2d Effects Animator - Elemental Magic
Dan Kuenster, Creative Director, Istation
Johan and Norma Kingler, Proffesors, Art institute of Dallas
Paul Gaboury, Technical Director - Pixologic
Brad Clark, Co Founder, RiggingDojo.com
Brad Gabe, Sr Technical Animator - Janimation
Mary Morgan, Actress
Michael Mentler, artist - Society of Figurative Arts
Dr Sketchy, Burlesque Anti art school
If you dont have a ticket, get one now!
Saturday, April 10, 2010
New job at Id Software!
Sunday, April 4, 2010
Friday, March 5, 2010
Scooter
Started works on a new prop. again, can be viewed in my polycount thread.
Here is a mini tutorial on modeling rims in softimage.


Here is a mini tutorial on modeling rims in softimage.
Modeled in Softimage. Progress can be seen here can be viewed in my polycount thread.
Modeled in Softimage. Progress can be seen here can be viewed in my polycount thread.
Labels:
Modeling Rims,
Raul Aparicio,
Scooter,
Softimage,
Vespa
Saturday, February 27, 2010
Wednesday, February 10, 2010
antique flinklock gun
So ive been working on this lately. You can check more previews over in my polycount thread. Any comments and suggestions are welcome.

WIP. Modeled in Softimage 2010
Wednesday, January 13, 2010
Multibox Test
TModeled in Softimage. Textured in Photoshop. Normal and AO maps rendered in 3dsmax 2009. Rendered using Marmoset Engine.
Tuesday, December 29, 2009
Marmoset Tool Bag
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
| 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 | ||||||||||||||||||||||||||||||||||||||||
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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
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