2/03/2015
Grav-Walk Complete
Finally got our Gravity Catwalk mod in game. Looks good and works great! Uploaded to the Steam Workshop and already looking forward to our next project.
1/07/2015
Modding Space Engineers - GravWalk and Light Bridge
A single GravWalk Block is 280-340 polygons (depending on the particular railing variant).
While the GravWalk is still getting pipe-lined into the game, Ive taken the liberty of making a Light Bridge block set, kind of like the ones found in the Halo Franchise. Both sets still need a bit of work to refine the textures, and the Light Bridge still needs construction stages modeled, as well as all the back end work. One Light Bridge emitter block sits just over 400 polygons though the bridge blocks themselves are only a single poly.
All in all I'm quite happy with how both are turning out, and Ill be sure to post both once they are in-game.
8/15/2014
SPACE POLICE Reskin for Space Engineers
A friend an I have become pretty wrapped up in Space Engineers, which has developed a very healthy modding community, to which we decided to contribute a SPACE POLICE skin. We hope to do more in the near future.
Back end work was produced by Ryan Thorson.
Back end work was produced by Ryan Thorson.
8/20/2013
Orion MK_01 Character Model
This is a character I made for an upcoming game project a few friends and I have been working on. It took about a month's time and I'm pretty happy with the result.
It was created in 3DS Max, and textured with Photoshop and Zbrush. The normal maps were generated using a combination of Zbrush and 3DS Max high poly baking. The final poly count comes in at 6500 and 12,500 tris.
I made individual adjustment layers, making changing the entire color scheme as easy as a few clicks.
4/03/2013
Male Facial Sculpt
About one afternoons work in Zbrush focusing on facial anatomy. Still needs some detail but was good practice.
Alien Matriarch: Hard Surface Modeling Project
This is my latest project made almost entirely in Zbrush, save for a few base models in 3DS Max. The primary focus for this project was practicing some hard surface and poly-group modeling techniques, with little to no texturing. I used Zspheres for the base mesh, and put the tri-parts insert mesh to good used for the head plugs.
1/21/2013
Jynx: High Poly Cyberpunk Character Model
Modeled and textured in ZBrush and 3ds Max, taking a couple months of spare time. I used 3DS Max's hair and fur feature, substituting geometry to get the 'hair plugs', and then imported the mesh into Zbrush. The base model and most of the sub tools were created in Max
Subscribe to:
Posts (Atom)

















