Monday, December 20, 2010

Concept Modeling WIP

Here is a concept by Andrew Ley that I am working on for my next piece, wanted to show my process. This is my first time attempting a sculpt from ZSpheres

The one thing I believe I learned most from this so far is that with ZSpheres you aren't really supposed to build a cage for your mesh to fill in, but more of a blocked out form, a mistake I made and did not go back from, next time Zbrush....next time...


Here is the concept I am working from


Comments and Critique Welcome!

Sunday, December 12, 2010

Some UI Work

My second favorite thing to do in the 3D industry is interface design, it was a discovered passion of mine that I found when I took the interface design class at the Art Institute.  Here are some of my pieces from that course.

This is gonna be a long one

These are for a fictional RTS called Land Thief

Start
Campaign or Quickplay

Quick Play
Quick Play Load
Campaign
Campaign Load Screen
Options
Gameplay
Build Choices
Build Choices Description

These are for a fictional FPS called "The Mutation"

Start
Selection
Single Player
Gameplay
Pop-up Menu
Mini Map
Inventory

   
These are from the mid-term assignment, we were given a genre and told to do these specific screens within two hours.

Gameplay
 Pause
Inventory

Here are the "wires" from these screens, I have the wires for the others if anyone wishes to see them just let me know!

Gameplay
Pause
Inventory

Sunday, November 28, 2010

Emma Watson Final

I finished reworking Emma Watson for my Demo Reel, please be sure to click the image as it's quite large/long.



Constructive Criticism is welcome but just know I won't have anymore time to work on this until after I graduate and that's only if I don't find a job immediately.  Review is this Thursday and I'm hoping to do well.

As a small bonus I wanted to include the Alphas that I hand painted and then used in zBrush, feel free to download them and use them in your own works, credit given would be nice too!

DDuckEmmaAlphas.rar

These are all tile-able and most work best with the stitch brush.

You'll need WinRAR, 7zip, or something similar to unzip the files.

Friday, November 26, 2010

Quick Update

For once I was really happy with the look of my WIP of Emma's texture so I just thought I'd pop in with this quick update to show it off :)


I realize she sorta looks like storm due to the eyes but i'm happy because it actually looks like her...at least to me anyways.

Thursday, November 25, 2010

A Small Break

I have taken a break from my sewer revisions to revise my model of Emma Watson, I was completely unhappy with my first version and it was the first thing I ever worked in within ZBrush so it's to be expected that it wouldn't be that awesome.  Originally she was nude because I did not have time (2 Week Deadline with learning of Zbrush) to model any clothes for her and I was one of the very few who finished texturing my model as well so I was ahead of the class up there with only a few others.  I worked on her face and am going to retexture it tomorrow, once I finished the touchups I decided to go ahead and model her dress, I chose the most elegant dress I had reference photos of and got to it, after about 6 hours I am very proud of my progress.

This is only a bust model by the way.

Please Click the photo for the Full Sized Version

Here are my references





Now for some quick grabs of my sewer level, the base textures are all done, just need to add in some grunge then import to unreal and light the scene...then add a camera track...all one week left to get my demo reel done in time for reviews this coming Thursday....woe is me.

These also have larger versions




Thursday, November 4, 2010

Sewer Asset Texture Update

It's been a bit since I last updated so I felt I should stop in and show some of my latest texturing escapades along with an updated normal map for the tarp/heavy cloth asset.


Please refer to my last post for some of the references used for these pieces. I included the cement bag from all angles since it has a different layout for each individual side and it took a lot of work to get all of that seamless and flawless, so I just duplicated it to show off!

I would upload my references for the pickax, shovel, palette, and crate, but I assume those are commonly seen objects to the point it's unnecessary.

Wednesday, October 27, 2010

Continued Revisions, Small Update

 I am continuing work on revising my first ever engine made Level, the sewer defense area.  First some of my old stuff, I didn't know how to work Zbrush back then and didn't really understand UVing fully and was still doing it by hand in Maya, a very slow process but I must say I have gotten very good at it and am glad I learned the fundamentals.  I am adding normal maps to many things this time around and am re-texturing everything 100%.  Here are a few old objects from the scenario -  
These are the new items, some have had slight modifications to their meshes and some have been remodeled entirely, such as the dynamite and the light fixture.  The bottom row dynamite is to show scale of size while the top larger one is just a detail shot since I am really happy with how it came out.  Comments more than welcome on how it's coming along, these are just flat shaded normal mapped for now.



Here are some of my reference images, I am planning on texturing the new cement bags like these in the picture below due to the fact that the color scheme of the bag somewhat matches my new website, also I figure that any cement brand is equally as likely to be in a sewer under construction.



Please comment as always, thanks for looking!

Sunday, October 24, 2010

The Start of Something Great

I'm reworking a sewer environment for my portfolio, this was the first environment I ever did for the UDK Engine and was the first time I was going to be able to move around within the level as a character.

First for some old shots of the original finished piece, keep in mind this is an "Area" not a "Level," the difference being that the Area is just to show what an entire level could look like in keeping with the same theme.












Now for the reworked geometry, it's coming along well, comments and critiques welcome and wanted!






Feel free to give thoughts, especially if you are a construction engineer, I could use some help finding out how I-beams fit together for building these types of stairs, here is a photo that i've been using for reference from the Saitama Storm Sewer in Japan, the stair rails are slightly different but that is to allow for the amount of space needed to fit a character through them as well as to keep the polycount down.