Tuesday, December 25, 2012

Darkstalkers Embrace the Dark

The concept sketch and subsequent costume variations of my entry for the Darkstalkers character design competition. Beauty shot comes tomorrow with some gesture sketchs for his moves and animations, hopefully a 3d model later in the week

I call him Captain Blacklock, he is a surly and scurvy spectral sealubber!

Monday, November 5, 2012

A few new models for you

So the assignment for this was to create a zombie fighting weapon created out of multiple household objects. I duct taped a can of chili onto the rear of a mag-lite, jammed some knives, screws and a scredriver through it and a spork up through the top :D
With a 512x512 texture budget and a restrictive 500 tris (I clocked in at 499) I think this came out very well
The teacher gave me some feedback. My normal map clearly wasn't working, and my spec maps didn't work very well at all. He also felt the spork wasn't obviously a spork (I disagree, but he's the boss).
Took off the spork, and replaced it with zombie kill count tally marks, fixed the spec, added some minor label wear details to the diffuse, and applied the normal. The results are much better, overall.

A hatchet! I think this came out well overall, with the exception of the leather straps at the handles. I am going to redo those and resubmit this, because they look really mediocre, but I figured this is still worth sharing.
I think the normal map on the blade came out well.

Thursday, November 1, 2012

A bit of new work

If anybody knows the HTML to embed a vimeo or youtube video on blogger, please let me know. I'd like to share an animatic I worked on, and would rather not force people to follow outgoing links.

Regardless, here is the vimeo link: https://vimeo.com/52571493

Just a few models, there. Nothing fancy.

Sunday, September 2, 2012

Additional Game Modeling

I modeled out my desk! It's a really simple desk with simple geometry. I did not connect the bars at the bottom because it would be out of the way of the player camera, really, and doesn't really do a whole lot while wasting tris.

A Mortal Kombat arcade cabinet. Higher tris than everything else in the scene, clocks in at maybe 1,200 with most of those being in the buttons and joysticks. I could trim it down if I had an art director that told me to, but as of right now this meets the criteria and doesn't push the tris too hard so I let it slide.
 
A lot of the art around the joysticks I did, trying to keep in the spirits of the original arcade cabinet but I didn't have to art, so I did my best and it came out pretty good if I do say so myself.

A room divider modeled after the bottom left ones, sort of merging the two. It's a very simple model, but I wanted this to speak with the textures and I think those came out very nice.

The diffuse map for that pac man chair has been revised, and now you can see some wear. Fixed the Spec map as well so we get some more believable reflections, but I still need to fix the absolutely insane bump map.

Sunday, August 19, 2012

How much did you miss me?

So opening up here, this is really unrelated to anything I've been doing lately but I had a blast doing it, so I wanted to share. It's a riff on the original Godzilla movie poster, it's maybe two or three hours of work, including the bad Japanese translations.





Below are some sample sheets of some work I've been doing.


This Pac-Man chair was WAY too dark and has no wear on it. I've revised it and will upload new renders soon.



That is the blockout of the room I'm working on using these props. Some of these need to be a bit taller, mainly the coffee table and arcade cabinets.

Wednesday, May 23, 2012

Zbrush head

Here is the progress on my head sculpt. The shoulders are small because they won't be visible, they will be entirely hidden under the shirt geometry.
This is not yet at a finished state- I still have to do fine detailing and rework the ears and eyelids.
I'm pleased with the progress so far, though

Monday, May 21, 2012

Quick ZTool Update

An update to the ZTool for the boots seen in my previous model. The old ones looked like ugly rounded rain boots, and desperately needed to be fixed.
They look significantly better at this point. The laces will be an additional piece of geometry, since we don't have a poly limit for these.