Saturday, March 1, 2014

GLM Modeling

For this project as a group we were to create a series of GLM pieces that could be used to create a game level environment. We had a limited polygon budget and were to try and stick to a similar art style. As a group we never managed to get all the pieces to be of the similar style so I recreated the textures of my GLM pieces to match the artstyle of the Scifi Vault GLM asset that was created. Below is some renders of the GLM assets with the modified texture.
Below is the textures that were created.

Dishonored Character Bust Likeness

For this project I was to pick a character and try to create a likeness of that model. I was to create two LODs of the model and bake all the associated maps. Below are the final renders in Marmoset.
Below is the textures and the wireframe renders.
another render.
Below is a render of the zbrush high resolution model.

Friday, January 3, 2014

Cactus Environment Prop

Created this in a couple of hours for something to do. Created it in zbrush, did a quick retopo and uv map and texture in Photoshop. I will probably make another cactus of some kind to use up the rest of the texture grid. Below are some renders taken in Marmoset 1.

Old man sculpt.

I put this guy together in 2 days playing around with my new wacom and trying to get in some practice sculpting people. I didnt realise till I was done that perspective was not on during the sculpting so in some of the renders he looks distorted. Maps were baked in 3dsmax, retopo was done with Zremesher and cleaned in Maya and the uv map was created in Roadkill. Below are some renders in Keyshot 4 and Marmoset.
Below are the texture maps.
Below is some renders of the high resolution model in Zbrush with BPR rendering.

Dota 2 Axe Weapon

After creating the previous weapon I wanted to make another weapon of the Dota 2 Axe character. This time with the intentions of posting it on the steam workshop. I tried to stick closely to the original weapon with my own twist on it. I had a ruff idea on the design of the weapon and modeled it in Maya. I then took some screen captures of it and played with different styling in photoshop. Once I had come up with the design I liked I took it into Zbrush to do the high resolution detail and the final maps were rendered in 3dsmax. Below are some images of the finished model rendered in Marmoset
Below is the texture maps that were created and some test renders done in Keyshot 4.
Below are the Photoshop images I created when trying to figure out the final design.

Wednesday, December 18, 2013

Dota 2 Low Poly Modeling and Texture.

For this brief I went with an Ancient Egyptian theme and the weapon was intended for the Skeleton King character in Dota 2. The current polycount is a little over budget at 420 tris. All the texture was hand painted in photoshop. For this model there was no high resolution sculpt or normal map. For this render which was done in Marmoset, I created a coloured specular map and a quick normal map in crazybump just to get a little more detail. The render below has a modified texture to the one shown below based on feedback. Revised texture.
Below is the diffuse texture map.

Sunday, December 8, 2013

Zbrush Low Poly Rock

For this brief I was to make a high poly rock in zbrush and retopologize and texture as a low poly environment asset. I decided to go for a stylized look. Below is the zbrush tool.
Below is the final result rendered in Marmoset. The texturing was hand painted in photoshop and the retopology was a mix of zRemesher and 3dCoat.