about 12 hrs in, took me a while to figure out fiber mesh
Monday, June 3, 2013
Wednesday, May 15, 2013
Base Mesh
Been studying articulation and edge loops for human anatomy.
My studies are based off Brian Tindall, Ian McIntosh, and Scott Eaton, they're really good. The anatomy is based off Sarah Simblet's Anatomy for the Artist.
Here's what I came up with.
Wednesday, May 1, 2013
Dead Pets - Puggy
This is Puggy
He's one of my Dead Pets Idea
-dead pets is a game idea I had that I spun off a friend-
That's all I have to say about that for now :P
He does have evolutionary states and abilities
such as:
Puppy farts - creates a smoke screen increasing enemies chance to miss
Fetch - boomerangs bone scythe at enemy, distance is limited
Beg - taunts enemy to move closer, if enemy
Chase tale - spins around doing damage with scythe
Treat time - that's his temporary evolve where he's abilities gain extra abilities
Sculpted painted in Zbrush
Topology and Texture tweaks in 3D coat
Uv layout Unwrap using 3ds max and Zbrush
Topology and Texture tweaks in 3D coat
Uv layout Unwrap using 3ds max and Zbrush
Wednesday, April 17, 2013
Walking Dead
We moved on to several prototypes/pitches after Star Wars and soon landed The Walking Dead Survival Instinct. During this project I got moved to a character position, I was extremely excited to have
an opportunity to work on characters. I didn't get to model many characters from the start but I did assist in creating the guidelines and documentation for them and for weapons as well . I was in charge of overseeing all the weapons in the game, several npc and walkers, this
included implementing them into the game, creating materials, tweaking
textures and fixing some geometry issues. I did get to create the gore
and several variants of the npc and walkers. During this project I was given
the opportunity to learn Auto desk Maya. I reviewed all npc's and walkers in Maya and converted all the weapon 3ds Max files to Maya files, as well as assist in the conversion of various vehicles and other various props for cinematic purposes.
This was a test on turning npcs to walkers
Here's a few npcs I had the opportunity to modify geometry and textures
At this point in the project we only had two character artist and had little time to do this,
most were done in under a day, good times.
This was a test on turning npcs to walkers
The missing eight, these were fun as well, but spent less time on them than the npcs
Gotta have fun sometimes
Ammo Box
Friday, April 12, 2013
Shadow Demon
Here's
what I got so far. I was thinking of some sort of shadow demon that
tele-ports around through shadows. If he gets close enough to you to get a melee attack off he can then shadow clone you and your weapon pool. At this point you have to kill
the shadow clone version in order to finish killing off his true form.
thumbnail sketches, no bigger than two inches on paper
Concept Sketch
WIP roughly 20 hrs
quick update, added more detail
Found a cool Doom 4 Splash to use as my base
Week and a half later
Final Shot
Wire, Diffuse, Bump, Spec, Glow textures
Base Diffuse and Glow from Zbrush
3D Print Pose
Here are some out source models I posed in Maya for a 3d print. I don't know if I'll ever get to see it but it was fun to do. I did add face and hair detail on both Daryl and Merle based off show reference. I also tweaked their anatomy a little.
Thursday, April 11, 2013
Z brush sketches
after quitting WOW and before becoming addicted to LOL i used to spend some time during my lunch break to sketch a little in z brush. Most of this sketches were any where from 10 minutes to as much as lunch time allowed while eating.
here's a sketch of two characters i was going to create for the escape challenge on Polycount but my team became busy with other things at work
started off a little rough but it got better the more i did it
This one's based off one of Autodestruct's Pieces
here's the super cool base mesh i used to start these, until dynamesh came along
found this guy in my sketch folder, its a sink hole from the Utapau pod race level.
i sculpted it from a cylinder and refined so that i could implement the tracks and props
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