Tuesday, June 4, 2013

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.







Saturday, December 8, 2012

light setup

someone on polycount wanted to see this.  Pretty simple. Concept by Mark Yang.

Thursday, December 6, 2012

added lilbit


Not gonna take this farther just wanted to get ride of the grid on the terrain and move some rocks around