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

Monday, July 19, 2010

Thursday, June 3, 2010

Industry Giants 2010

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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!




This was my 1st week as an art intern at Id Software. I will be working on the Rage Team.

Sunday, April 4, 2010

New 3d total award!

Got a new Thumbs Up Award at 3d total for helping out! :)

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.







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.


Saturday, February 6, 2010

Made a new sketchbook tread over at polycount.

Click here to view it!

Wednesday, January 13, 2010

Multibox Test



I finally got around to play with blogspot a little more in depth. Some of the things if figured out were how to change my template and edit the layout. It wasnt as hard as i thought it would be.


The next things were to try out multibox. And get images, movies and even flash files to show up. It took a while, and a few headaches later i got it all working! :)


Between some of the other things i was trying out. This post was formated using dreamweaver.


I think now im ready to start blogging! :)


This is an interactive flash turntable. When the file opens be sure to scrub left to right to interactively spin the turntable.


If anyone has any questions, please feel free to comment. I will do my best to answer them.








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






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!










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.

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Thursday, July 16, 2009

3d total Sculpture challenge

So, i ran out of time. so i started a new one.


For this one i got 5 hours left! I will use them wisely this time.

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