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



9/25/2012

Female Cyberpunk WIP



A piece of my next project working out a new pipeline in Zbrush and 3DS Max.


8/26/2012

Planetary Annihilation Homage

All models were created in the last week as an homage to the upcoming game Planetary Annihilation, with most being directly inspired by units from my favorite childhood RTS game, Total Annihilation.

Made using 3DS-Max and Photoshop. Total time spent roughly 40 hours, with each model taking 3-15 hours, and ranging from 300-1,200 polygons.

 





4/26/2012

Level Design Assets

Recently, I've thrown myself into level design in an ongoing effort to maximize efficiency in my modeling methods, and learn some new techniques for normal map generation.

Each tunnel section ended up being ~160 polygons, and a door frame section including both doors is roughly 220. In total the section below turned out being almost 900 polys. there is a fair bit I could have spared, as this is still pretty high for level design.



I felt that every level artist should have a barricade or two under their belt, and this was surprisingly a lot of fun. 90 polys in no time at all.


I thought that every sci-fi tunnel should have a few cars kicking around and I wanted one to play around with in UDK eventually. The wheels are separate, so technically it could drive, but its only a shell and I made it strictly for use as a prop. After not quite 2 days, it worked out to be just over 1000 polys, and I am very pleased with how it turned out.



I still have plans to lead this scene outside. Once there I wanted to have some doodads ready to populate the area with, so I made a terraformer. This took an extra day longer than the car, and ended up being ~1480 polys.


This amounts to about a weeks worth of my spare time in total, some days being sparse, and others fairly generous. Next week will be the outside termination point for the tunnel, and then on to terrain generation in UDK, which I'm thinking will take a bit longer due to the learning curve involved.

4/18/2012

Tunnel Scene Cont...

There I am two days later. I've completed a door frame and a large blast door that connect to the tunnel I made. I think that took me at least another five hours, plus an extra hour of troubleshooting a new normal generation technique. After that I made some concrete barriers, that took about two hours that included some playing with the rendering. I added the car after another couple days casual work.