Thursday, 17 May 2012

Street_Scene (iii)

Sorry Steve, Below is as far as I got along with all development source:
The textures on the objects are just flats with Ambient Occlusion maps upon overlay. Wall:
Texture/UV work in a previous post. Misc Props:
Dumpster:
Floor:
The floor is just a plane with texture details baked from a sculpt in Mudbox. Door:
A very long process indeed, I just didn't find the time to complete it. Further apologies Steve but at least you can see the amount of time that went into the process.

Friday, 27 April 2012

Street_Scene (ii)

Wall Update! I took the wall High poly base mesh from 3dsmax and put it into Zbrush :
I then sculpted surface details into it to look run down and weathered :
After having the details I wanted, I exported the high poly sculpt into 3dsmax and baked the details into maps using a new low poly Unwrap :
With the Ambient Occlusion map I was able to get a good basis of depth for creating a diffuse map :
Finally applying the maps to a DirectX shader in max viewport, I could see what the wall would look like 'ingame' :
Next step, Floor, then population assets.

Thursday, 26 April 2012

Street_Scene (i)

Here is the high poly base for the street scene I will hopefully be completing and texturing. Street_Composition:
Dumpster:
Additional Props:
Loading Bay:
More than 8 hours work so far.

Thursday, 19 April 2012

Robot Blockouts

Hi Steve,

These are what I had on the robots concept and design. Unfortunately I don't feel confident enough in this software to complete it to a satisfactory level (polished hard surfaces).



Saturday, 7 April 2012

Night Crawler Assignment(ii)

Ok, a few hours later and he has some clothes :


+




here is a turntable of both naked nightcrawler and clothed :



This was a new experience working with Zbrush as I haven't really made clothing or worked with thin edged mesh before but as a result I am happy with as far as I got. (Colors are flat)

Night Crawler Assignment (i)

Hi Steve, slowly catching up!

Here is my night crawler result so far :

moodboard -

iteration of development -

3dsmax Base :

Zbrush Sculpting :




Time for clothes!

Monday, 12 March 2012

Head Assignment (i)


First stage of head complete, finalised the skull shape from the face I had previously made for the self portrait assignment. Then make and attach ears... which was bloody time consuming but worth it in the end!

To build upon this, I don't know what i'll do. Might sculpt some details into it or I may just unwrap and play with texturing. Any pointers Steve?