Saturday, May 31, 2014

     I owe some props from when I was dickin' around with concept art, so today I'm trying to catch up on those. Here's a couple I did this afternoon. The first is for Halo, based on a concept for a bomb. The second is for Dota 2, meant for the Sniper character, and based off of the shotgun from Squidbillies. Just looked fun, so I made it. I still need to unwrap and texture both of them, but right now I'm just trying to model the rest of the props I owe. Long couple days ahead of me, but it'll be fun.







Tuesday, May 20, 2014

Here's a concept from Killzone: Shadow Fall. A lot of hard shapes, but some smaller details that will be fun to figure out. The various materials used will give me some practice with PBR as well.

Saturday, May 17, 2014

Metal Gear Prop WIP

Here's the current progress on my prop. Far from done, and didn't get to work on it nearly as much as I wanted to today. I'll keep modeling tonight, and should get a bake done tomorrow, along with the first texture pass.


Wednesday, May 14, 2014

Metal Gear Prop Update

Finally sitting down to work on this week's prop. I set up a somewhat useable modeling sheet, so hopefully that helps. If not, I'll just have to eyeball some stuff. The next few hours will be spent modeling a quality low-poly model to take into Zbrush tomorrow. Next update will have images!

Guild Wars 2 prop finished.

Okay...here it is. Both a blue version and a red/orange version as per the level designers' request. Rendered in UE4. I would've removed the checker board floor, but it helps show the glass material a bit better. We'll do this dueling-banjos style with the colors, with a sweet lens flare money shot.























Tuesday, May 13, 2014

Metal Gear Prop Reference

Here's some reference for my chosen prop. It's a neck/shoulder brace for one of the bosses from Metal Gear Rising. Should be fun.

Monday, May 12, 2014

Progress

Here's where the asset is currently at. It only has normals and a very basic emissive map on it. I'll be finishing up the rest of the maps over the next few hours as well as getting it in engine and setting up the materials for use in the level.