Added more noise / textures and spent more time tweaking colors on this mammoth creature.
12/19/2014
12/18/2014
12/14/2014
12/06/2014
12/04/2014
Spider NPC Animations
Made a simple rig and did a few animations for the Spider mob, I left the 2 getting hit animations out of the video(they look a little out of place and are very short)
11/23/2014
Spider NPC for Hubris Game
Took a couple days off from the goat man to model a spider. I'm tempted to throw in a simple skeleton and do a few animation cycles.
11/18/2014
11/14/2014
11/06/2014
11/05/2014
10/30/2014
10/29/2014
4/16/2014
World of Warcraft - Tier 2 Warlock Reinterpretation
So in the quest to improve my modelling skills I've decided to honor my first character from World of Warcraft, an Undead Warlock. Inspiration initially comes from the many WoW busts by FirstKeeper. When starting I thought the heads on the shoulders were supposed to be skulls but after a closer look it seems they're just heads, but I'm going to stick with the skull concept. Here are some in-progress shots.
Toning down the anger, still trying to closer to the undead look. |
Made him a little too angry at first. |
3/28/2014
ArenaNet 2014 Test - Final version
I had to rush the texture as I only had 1 day to do it but I'm fairly happy with where it is. Ideally I would take a day off so I could see it with fresh eyes as I've probably become blind to anything odd at this point. I've learned much from this project including efficient ways of organizing my work in Photoshop and how to model with subtools and re-topology in ZBrush. I've sent in my application and now just hope someone thinks the work is promising enough to extend an internship my way.
3/26/2014
ArenaNet 2014 Character Art Test - Norn
I've been working as much as possible to finish this on time and I'm still nervous as I haven't written a cover letter yet and still need to finish all the colors of my texture and specular map. The high poly is done and I've finished retopology and am working on baking all my maps. Here's what I have so far.
3/21/2014
ArenaNet 2014 Character Art Test - ZBrush progress
Close to finishing this.
Any symmetrical parts will be mirrored over in the low-poly, I'm saving my computer the extra work and risk of crashing by not having them show in ZBrush.
Modeling To Do:
Face
Helmet Details
Redo shoulder armor edges
redo forearm armor edges
clean horn shapes
detail horns
overall detail / wear and tear
sculpt fur for fur plane
Then I'll probably take a short time to reconsider everything before going in to re-topology and baking.
Any symmetrical parts will be mirrored over in the low-poly, I'm saving my computer the extra work and risk of crashing by not having them show in ZBrush.
Modeling To Do:
Face
Helmet Details
Redo shoulder armor edges
redo forearm armor edges
clean horn shapes
detail horns
overall detail / wear and tear
sculpt fur for fur plane
Then I'll probably take a short time to reconsider everything before going in to re-topology and baking.
3/19/2014
ArenaNet 2014 Character Art test ZBrush progress
So I've finally found some time to get working on this, I have 9 more days. I've never made a character in Zbrush before so I'm learning a lot by doing this. Had a few days with some crippling ZBrush errors but once I figured out a work-around I'm back on track.
Might go in a little later and skew her proportions to be closer to the concept (concept's pelvis is really high) but right now I'm just focusing on pushing towards the finish in time. Mostly I'm looking forward to unwrapping after my retopology. I have ideas for reusing textures to maximize my UV space I'm only afraid it might break the normals but I'll find out once I get there.
Might go in a little later and skew her proportions to be closer to the concept (concept's pelvis is really high) but right now I'm just focusing on pushing towards the finish in time. Mostly I'm looking forward to unwrapping after my retopology. I have ideas for reusing textures to maximize my UV space I'm only afraid it might break the normals but I'll find out once I get there.
3/08/2014
ArenaNet 2014 Character Art Test
I've decided to try my hand at this art test given by ArenaNet for a chance at a year long internship. I chose to make my own basemesh as a type of warm-up even though I am pressed for time right now and will have less than 20 days to complete the character from the given concept art. I haven't made a true character in quite a while since I had chosen to focus on environment art.
Application is deadline is the 28th, so the rush is on.
Basemesh made in Maya.
Application is deadline is the 28th, so the rush is on.
ArenaNet Concept |
Basemesh made in Maya.
2/28/2014
Pine Tree & plant models
Here are some assets I've been making lately for a personal project in UDK. The pine tree trunk is modeled in ZBrush and unwrapped in Maya. Pine branches are high-poly modeled in Maya and then transferred to planes for low-poly. Plants are modeled in Maya and transferred to planes.
2/23/2014
Some older work
Subscribe to:
Posts (Atom)