Sunday, September 15, 2013
Wednesday, July 10, 2013
Didn't like what I was doing before. Started something new ;o
This is just a small part of a large environment I'm doing. Next I'll be sculpting a tree bark and root texture so I can get rid of the generic one that is there now.
Monday, June 10, 2013
State of Decay is out and Destiny gameplay finally shown!
Last year I worked on this game for about 6 months. Mostly doing prop work.
State of Decay doing really well
Destiny gameplay was finally shown at E3 today!
http://www.ign.com/videos/2013/06/10/destiny-gameplay-revealed-e3-2013-sony-conference
State of Decay doing really well
Destiny gameplay was finally shown at E3 today!
http://www.ign.com/videos/2013/06/10/destiny-gameplay-revealed-e3-2013-sony-conference
Sunday, June 9, 2013
Saturday, May 25, 2013
Roman architecture study. Final shots in Cryengine.
I learned a lot form doing this study. The trim texture went through several iterations because some of the trim patterns got way too noisy. From a distance the details just didn't read. Everything on the trim sheet was started in 3ds max and then sent to zbrush. The red color is floating geo with a decal shader applied. I tried using vert color but it looked to flat and didn't allow me to chip off paint in areas.
I learned a lot form doing this study. The trim texture went through several iterations because some of the trim patterns got way too noisy. From a distance the details just didn't read. Everything on the trim sheet was started in 3ds max and then sent to zbrush. The red color is floating geo with a decal shader applied. I tried using vert color but it looked to flat and didn't allow me to chip off paint in areas.
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