Saturday, May 25, 2013

cg trailer for the game I've been working on for the past year.

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.