
Tuesday, March 3, 2015
Done!
Finished the weapon...here's a few shots out of marmoset. I'll post more pics on my website tonight.


Monday, February 23, 2015
Bioshock Weapon Update - Normal Details Done
So I got distracted getting my website up and my business card ready for GDC...finally got back to this weapon tonight. I got all the normal details done tonight, which include all the screws, paneling, welds, wires, and the woven sleeves on the cables. I'll be taking it into DDO this week. There's three different 8k maps on this damn thing, so it's gonna take longer than I'd like, but it'll be done this week. I'll be posting screens here, as well as on my website.
Thursday, January 29, 2015
Bioshock Weapon Update
So I finished unwrapping the gun, hopefully for the last time. I'm moving on to baking the high poly info now. Here's the exploded version of the weapon I'm using for the baking process. The different colors represent how I split up the material IDs.
Sunday, October 12, 2014
Car Key
Here's what I did for Tech Viz this week. We had to model a car key, so I modeled my own. I got the modeling done pretty quick, so I went ahead and textured it. This is not meant to be a game model. It's high poly, and has massive texture maps. There's a couple issues I'd like to take care of, but overall I'm happy with the outcome. It was good practice for sub-d modeling, as well as working with high res maps in Quixel. Now here's some pics:
Open Version
Closed Version
Wednesday, September 24, 2014
Game Assets Stuff
So I'm still not where I need to be with the Bioshock laser weapon, but that'll get finished these next couple days. In the mean time, here's some of my recent stuff from Game Assets Development, with a little info on each of them.
Here's my obligatory zombie weapon, which I've dubbed "The Ol' Razzle Dazzle." I figured a heavy wrench with an awl or icepick on the other end would be pretty vicious, so that's what I made. This particular wrench had a wooden handle with a chuck on the end, which I thought would facilitate the addition of the spike a little easier. Anyway, here's some screens.
Next up is a trash receptacle done as a city element. We had to create two textures for it. Both of mine were done from reference, but I removed some of the more unique wear and tear, since it's supposed to be used throughout an environment.
Last up is my dieselpunk captain's chair. Most of my work thus far has been directly from reference, so for this project I wanted something that was my own. I created this reference board to help out with the design. I liked the desk made out of the large engine intake shell, so that got incorporated into my design, as well as some cues from vintage race cars from that era and cafe racers. The chair currently has 1024x1024 maps on it, but this weekend I'll be increasing that to at least 2K(maybe even 4K), sculpting some more details in NDO, and adding a ton of detail to it. After I finish that weapon, of course.
Reference Board Sketches

Here's my obligatory zombie weapon, which I've dubbed "The Ol' Razzle Dazzle." I figured a heavy wrench with an awl or icepick on the other end would be pretty vicious, so that's what I made. This particular wrench had a wooden handle with a chuck on the end, which I thought would facilitate the addition of the spike a little easier. Anyway, here's some screens.
Next up is a trash receptacle done as a city element. We had to create two textures for it. Both of mine were done from reference, but I removed some of the more unique wear and tear, since it's supposed to be used throughout an environment.
Last up is my dieselpunk captain's chair. Most of my work thus far has been directly from reference, so for this project I wanted something that was my own. I created this reference board to help out with the design. I liked the desk made out of the large engine intake shell, so that got incorporated into my design, as well as some cues from vintage race cars from that era and cafe racers. The chair currently has 1024x1024 maps on it, but this weekend I'll be increasing that to at least 2K(maybe even 4K), sculpting some more details in NDO, and adding a ton of detail to it. After I finish that weapon, of course.
Reference Board Sketches

Wednesday, September 3, 2014
Wildstar Prop Texture Update
Went ahead and finished the details on the wildstar prop, and made a few corrections as well. I'm gonna start modeling the small stuff that will go on the shelves this afternoon, but first I'll be making the force-field for the front.
Here's a couple shots of the finished model, along with the concept again. One render is out of Quixel, the other is Marmoset.
Here's a couple shots of the finished model, along with the concept again. One render is out of Quixel, the other is Marmoset.
Concept
Quixel
Marmoset
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