Sunday, March 24, 2013
Thursday, March 14, 2013
Saturday, March 9, 2013
Wednesday, March 6, 2013
Starcraft Environment Extended Edition
So last time I exported the movie cut too short and came out a tad darker than I'd like. Here's a better and longer export that showcases more areas of a lot of artistic and technical skill that went into making this. Now that this is no longer bothering me, back to work on many other things on my plate.
Depths - Starcraft Inspired - UDK [Extended] from Ignacio Guajardo on Vimeo.
Sunday, March 3, 2013
Whale Town [WIP]
Here's progress on an entry I am working on for Hasbro, the top image is the most recent update:
The pieces I created for the Edo lighthouse I will most likely re-use on the village with a few adjustments. It's all about the modularity when creating a town with the same architecture style. Also started detailing the whale. Several times I was tempted to use dynamesh because the topology was pushing me to bump up the division levels. I think I may push as far as I can with the current topology, as I am not sure how much re-topology is worth it for the time i'd have to give it. Currently an issue I am running in to, and will likely be even more of an issue later on is the amount of subtools I have. The light tower was built alone in another ztool, then used subtool-master to combine all the subtools and bring in to the master ztool. A bit of a hassle.
>What I think needs to happen next is to finnaly layout the town and polish its foundation: that placeholder rock needs attention, and also see what I can do about support for the propellers.
The pieces I created for the Edo lighthouse I will most likely re-use on the village with a few adjustments. It's all about the modularity when creating a town with the same architecture style. Also started detailing the whale. Several times I was tempted to use dynamesh because the topology was pushing me to bump up the division levels. I think I may push as far as I can with the current topology, as I am not sure how much re-topology is worth it for the time i'd have to give it. Currently an issue I am running in to, and will likely be even more of an issue later on is the amount of subtools I have. The light tower was built alone in another ztool, then used subtool-master to combine all the subtools and bring in to the master ztool. A bit of a hassle.
>What I think needs to happen next is to finnaly layout the town and polish its foundation: that placeholder rock needs attention, and also see what I can do about support for the propellers.
Thursday, February 14, 2013
Sunday, February 10, 2013
[WIP] Boss Character
Almost there. Plan is to be done by Thursday for a Hasbro workshop portfolio submission deadline.
Technique for the boots: use the "mask by smoothness" option under masking to have zbrush automatically mask edges of your mesh. You can control the thickness and falloff of the masking. Very useful for when you need to create some kind of border, saves time on manually having to go in and mask the edges out.
Technique for the pants: Stich alpha. Need two stitches instead? Tile the alpha under the alpha properties, no need to make a separate alpha.
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