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!