12/19/2014

Mammoth texturing update

Added more noise / textures and spent more time tweaking colors on this mammoth creature.


Updated Fountain

I decided to do a quick update to my fountain's textures.


12/14/2014

Hubris Turtle mob

Finished Turtle for Hubris, shown wearing 1024 maps




Turtle NPC progress

Here's a turtle I've been working on. Slightly higher poly than he needed @ 2456



12/06/2014

Started some sculpting on the Orc Female player model for Hubris. Looks like I might need to put this one on hold until we can figure out what approach we'll take for player customization. Waiting on merging the ears into the rest of the mesh or not depending on which direction it takes.


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)


Goat Man - Hubris Game, Low poly with textures

The Goat / Eland Man shown with 512 textures (face separate)




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

Goat Man npc

Started my first character model for Hubris, Goat Man. Horns & head loosely modeled on an Eland.


11/06/2014

Fire Basket

More little things for the Hubris game.



11/05/2014

More Hubris Assets

Grain sacks, flat version(88 triangles) and bent version(98 triangles). 512 diffuse & normal

10/30/2014

10/29/2014

environment assets

Started working on some assets for recreating a piece of concept art, lots of rocks mostly.






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.

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.

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.

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



Diablo 3 Concept Goat Hill Tavern


Hyundai Accent


Self Portrait


Cinelli Supercorsa


Kawasaki ZX-6R


Kawasaki ZX-6R


Darksiders 'Create a Weapon' contest Demonic Mace