Saturday, December 20, 2014

Tuesday, August 12, 2014

[WIP] Next Project - More Progress


Coming along pretty well so far. It's all been done in Maya, hope to go for a damage/ age pass in zbrush towards the end.

Wednesday, August 6, 2014

[WIP] Next Project

Started this today. Heavy influence from some image reference I have saved up that I took of Hospital St Pau.


Thursday, May 8, 2014

Vray Practice p2


Haven't put in the tire detail yet and maybe I can test out a bit of material blending or making another take on this with a rusted version.

Wednesday, May 7, 2014

Vray Practice [WIP]



I am testing out using Vray instead of Renderman. For some reason Vray seems to render faster in a single PC with good results. I am enjoying it! Of course, the model is old, this is purely to get my hands on learning some vray.

Sunday, March 9, 2014

High Poly Tank P2


Almost there! I hope to give this some kind of zbrush pass once I am done with the hard surface.

Saturday, March 8, 2014

High Poly Tank


I felt I needed something military in my portfolio, and I've always wanted to model a super detailed tank. This is still very WIP at the moment but I plan on finishing it before GDC.

Friday, March 7, 2014

New Trolley High Poly Render


Getting better High poly renders ready for GDC! Rendered in Renderman for Maya.

Monday, November 25, 2013

Material Layering in UE3

It's been a while. I've been super busy working on thesis, none of which I'm able to show yet. So I'll share something I made a while back in September.
It's a material that tries to emulate the material layering system that is present in next generation engines.

You are able to control how rough a material is, which is controlled through gloss that is linked to blurring of a cubemap. So if you were to want something like chrome, the reflection would not be blurry and the specular highlight would be smaller. If you were going for something like iron, the reflection would get blurrier and the highlight would be wider.

Next, I had it so that you are able to plug in a RGB texture mask to determine the individual material definition parameters of each material at a per-pixel level. Alternatively I had a procedural mask system for simpler assets (as well as save on a texture look-up) where you could simply place your UVs to one of 4 sides a square to determine their material.

It's all tied together by plugging in your normal and AO maps straight out of Xnormal. Further material detention can be controlled through tillable normal maps and gloss maps for a bit more wear and tear.

It's a pretty huge material network even with nodes nested in material expressions. End result was a pretty good prototype for cutting texturing our of the pipeline and saving lots of time.


Monday, August 12, 2013

Summer at Epic Games

I guess it's been a while. So this summer I interned at Epic Games, and it was an absolutely amazing time and TONS were learned. So the only thing I can show right now is how I got in, and I've been given permission to show my art test. For anything else, it'll have to wait until Fortnite is released.



Friday, May 17, 2013

Livestream

Will be livestreaming myself doing some high-poly modeling. Videos will remain up to show some of my process. First one up is nothing fancy, just modeling a modular chunk:
Link

Mainly hoping to look back on this and see how much of an improvement I've made in my modeling workflow.


Saturday, May 4, 2013

2D Work

Here's some 2D work from this year. While my focus is on 3D environment art, you can't have environment art without at least some form of sketch.
So this year I think my 2D skills have come a very long way and because of this my final 3D products have improved because there's less "designing on the fly". I am spending less time redoing things in 3D, which can get really expensive when you consider how much time it takes to redo in 3D. A thing I've stuck to throughout this year is to also do paint-overs of my pieces to test out things I might want to change in a piece or space. Try out different lighting situations or modeling challenges.
As a note, these pieces were done in very tight deadlines (as usual).


(preliminary concept for "Whale Town" that eventually evolved to its current state)



Saturday, March 9, 2013

Highpoly Boss






















Currently working on the low-poly for this guy. Here's the finished high-poly for now!