Wednesday, December 1, 2010

Working on some textures...

Playing with the surfaces. Adding some overlays and decals.

 

Tuesday, November 30, 2010

Base material updates

Ok so after some redoing here it is. Got a little help from a buddy that was showing me how to just use simple materials from the very beginning and work on their values and the results speak for themselves I think.

 

Sunday, November 21, 2010

Laying in the mats...

Starting to work on the base materials and color scheme for this bad boy...

 

 

Time to texture

Time to move on to the materials for this bad boy...

 

 

Baking and baking...

There are a few spots to clean up but looks like the results came out pretty nicely.

 

Time to start texturing this beast...

 

 

 

Saturday, November 20, 2010

Ahhh low poly completed (updated)

About time I got around to texturing some things so figured I would start with this gun. Had to do a lot to fix the low poly to the original one I did back in 2007 for Borderlands and just some fixes for my tastes..

 

Thursday, September 9, 2010

Brian Wood Memorial Trust



As reported earlier this week, Company of Heroes Online lead designer Brian Wood of Relic Entertainment lost his life on Friday night, when his Subaru Outback was struck head-on by an out-of-control Chevy Blazer. The 33-year-old developer was killed in the crash. According to his wife, his last act was swerving his vehicle to take the full brunt of the impact himself, saving her life and that of the couple's unborn child.

A relief fund / memorial trust has been set up and every dollar that can be contributed counts heavily. Please help if you can.

Sunday, July 18, 2010

Updates to the hand cannon

Fixed some proportions and more adjustments to the hand cannon.

 

 

 

 

 

Friday, July 16, 2010

Pistol baking lovecraft

Made some adjustments from my original take on the quake blaster. Got some clean bakes so now it's time to texture this bad boy and move on.

 

Monday, July 12, 2010

Revisited Quake Blaster

So after looking through some things I was looking over some old pieces I did and decided to “fix” some issues with them. The first one being this blaster based off the Quake 4 concept piece.

 

I originally changed up a few of the designs on it to make it more my own and after looking at it again some didn’t flow right and some weren’t rendering too well because of super tight chamfers and other issues. So dove back in to fix some up.

 

Nothing fancy for renders. Just some quick max screengrabs.
Now on to fix the low poly, bake it out and retexture this beast.


Friday, July 9, 2010

UDK Project: Lighting

Played with lighting a bit today and tweaked some material stuff adding in reflection masks and adjusting some other values.

 

 

 


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Thursday, July 8, 2010

Wednesday, July 7, 2010

UDK Project : Texturing


Nothing super amazing. Just some progress on the floor tiles.

 

Changing up the color scheme from the concept. Going more for a dirty, run down, abandoned area. Will be changing up the area quite a bit too.

Friday, July 2, 2010

UDK Project : Modular Bits

So many more pieces to go but here are some of the modular wall panels. Easily tiled and moved around and reconfigured.

 

Still need variants with windows and one for doors.


Thursday, July 1, 2010

UDK Project : Some Material Love

Got a few pieces baked out and proxy textures on them.


Currently working on the shader and master materials for this scene.


Most things are controlled by user input and can be toggled on or off depending upon what is needed for the object the shader is applied to.


Tuesday, June 29, 2010

UDK Project : Concept

Here is the concept my enviro will be based around.

 

Will be making some changes to it.

** The concept isn't mine. I am pretty sure it was from Sparth but I can't 100% remember. If anyone knows please chime in.

 

UDK Project : More progress on the hall

Still plugging away on this guy. Got the center hall wall pieces done as far as modeling goes. Quick proxy texture on them and moving on to other pieces to model out and bake.

 

Will texture everything at the end to its final stages to make sure its all cohesive and fits together.


Monday, June 28, 2010

UDK Project : Tech Hallway Enviro Wip

Started this today. Still super early but got my modular proxy pieces layed out and in unreal. Now it’s just updating each piece, texturing and final lighting.

Wednesday, June 23, 2010

More on the pillar

Little bit more progress on the pillar. Turned off the surface noise for now while I wrap up the main shapes and detail it out.

Sculpted Pillar

Still a very much w.i.p. shot here on this but working up some of the main forms and will then smooth out the chunkyness of the rocks much like the stairs. The surface noise is just a toggle inside of zbrush to see how the surface would look. It’s not sculpted in yet and I would save that detail mainly for the texture stages anyways.

Tuesday, June 22, 2010

Ahhhh Rocky....

Ok gonna call these done for now. They were supposed to be just a quick test with some of the new tools in zbrush and some of the other new features. I like where they are at now so it’s time to move on to the next item.


Almost there

Almost done with the large, chunky details on these guys. Then some refinement of some shapes, adjust the stairs a bit and they should be good to go.

Monday, June 21, 2010

Zbrush Fun...

Still going on these stairs. Changed up the proportions a bit to get them to where I want them and tweaking other shapes.

Update to the sculpted stairs

Playing with zbrush materials and some render settings.

 

Also trying to give the more chunky look to the rocks now. Will re-work a good portion of this to better show that off.

 

 

Friday, June 18, 2010

Zbrushing some Stairs

Just playing around with a quick sculpt. Some stairs carved from rocky surfaces. Really rough. Haven’t smoothed out and finalized the shapes yet and a lot of stuff is still mirrored but should be easy enough to clean em up.

 

 

 

Boss Battle Head Sculpts

Working on some quick zbrush sketches of my boss battle challenge head sculpt...

 

This one started with a cube..

 

 

Wednesday, June 16, 2010

3Point Shader

So I did this model last fall and figured I would give it another shot with the 3 Point Shader. The spec is too noisy right now and it needs  some proper gloss and reflection masks so once those are done I think this piece will look pretty nice.

 

 

More work on the Reventon

More progress on the rough forms of the reventon. Not too much time spent on this really. Just some time here and there on my lunches at work.

Some ugly geo up front that needs to be fixed / adjusted but just trying to quickly rough in the major shapes so this will start to take shape and will make life easier to cut details like the lights, quarter panels, seam lines, etc in later.





Thursday, June 10, 2010

Reventon Update

Now with pictures… So still blocking out the main shapes. The blueprints are kinda hard to read. Probably because I’m not used to working like this but it’s a nice challenge for sure.

Using a lot of ref to try and match this as close as possible.




3D Motive

Some guys I know from school and Polycount have taken to the internets with their new training materials for fellow game artists and the like.

Some really nice stuff over there and even some free videos so all you starving artists can get some knowledge learned for free.

So check them out.   http://3dmotive.com/

Wednesday, June 9, 2010

weird command post building


A command post of sorts for an rts type game

another model

(Top)A tv model from a piece of concept I found on the net…

(Bottom)And what I plan on doing for the back of it…