Done. Well not really, I want to redo the texture map on the base, its way to small for the overall scene. Seeing as it's the largest item in the scene, yet has a texture the same size as the head - not to mention it's only for display - there's no reason for it to not be bigger.
Saturday, December 19, 2009
Tuesday, December 15, 2009
Environment Final
As per anything ... "art is never finished only abandoned". So much that could use more love, but time is up. (No real lighting on this for example - required to leave that off - for now).
Saturday, December 12, 2009
Opium Den Final Render
Lights added and did a final texture pass. All models done in 3DS Max (except room, which was done in Maya). All materials and lighting done in Maya.
Lamp concept is originally from a Woodcut by Eliphas Levi (1810-1875). Which was also featured as an Icon on The Secret World forums.
Lamp concept is originally from a Woodcut by Eliphas Levi (1810-1875). Which was also featured as an Icon on The Secret World forums.
Wednesday, December 9, 2009
Burtonesque Pharmacy
Almost done, only a skylight atm. Need some cleanup on the textures too. (And the wagon isn't done yet... What wagon? Exactly).
Monday, December 7, 2009
zbrush - The Hunter
Not quite done yet, but getting close... Hunter model I was given, did all detailing/sculpting. Gun is my own model. Base is a mixture but mainly my own. Did all the pixel paiting.
Thursday, November 5, 2009
Material and Lighting
I need to hit this with some better lighting... Lamp is still giving me issues (but it's properly unwrapped now, so I can tweak it as needed - and will).
Sunday, October 4, 2009
Fallout 3: Custom Projectile Test
This is a custom Projectile I made for Fallout 3. There's very little to the actual model of it, but a lot of NifScope. The primary challenge here was 1 to get the Alpha Map to work (easy) and 2 to figure out how to make it "Billboard" (ie face the player at all times). I've also re-textured my original Blunderbuss so that it fits the Fallout world a bit better (completely re did the UVW's and textures, as well as the build method to get it in game).
Wednesday, September 23, 2009
Thursday, September 17, 2009
Friday, August 28, 2009
Thursday, August 27, 2009
Smuggler Blaster Turnaround
Did another pass on the textures. I'll probably drop this into Fallout 3 so I can actually see it in use (unless Bioware wants to give me access to the Hero engine!). Otherwise, I'm calling it "done for now"...
NOTE: Only the Concept Art was used as REFERENCE. The concept art was not used in any other way (ie. it was not used for any textures).
Here's a few stills too...
NOTE: Only the Concept Art was used as REFERENCE. The concept art was not used in any other way (ie. it was not used for any textures).
Here's a few stills too...
Sunday, August 23, 2009
Smuggler Blaster Model
Based on Concept Art from the new upcoming SW: The Old Republic MMO.
I need to do another pass on the Textures still...
I need to do another pass on the Textures still...
Monday, August 10, 2009
Wednesday, July 22, 2009
Dolly Generator
Newest Creation. This one's ready to go. I did all the modeling and painted the texture in Photoshop.
Thursday, July 16, 2009
Wednesday, June 17, 2009
Abandoned Tunnel
Rendering sure does take forever. Only 2 diffuse maps used in this, entire scene is under 2000 polys. Good times.
Friday, May 22, 2009
Steam Powered Bluderbuss - Fallout 3 Mod
Finallllllly got it, turns out Fallout 3 has a bug in relation to textures. The fix is easy enough to do, though not easily found how to do.
The problem is 2 fold...
1. DO NOT install Fallout 3 to the Program Files if using Vista.
2. DO install and run ArchiveInvalidation Invalidated! application.
From there, so long as you're looking good in GECK, you'll be looking good in game.
Here's the screenshot:
The problem is 2 fold...
1. DO NOT install Fallout 3 to the Program Files if using Vista.
2. DO install and run ArchiveInvalidation Invalidated! application.
From there, so long as you're looking good in GECK, you'll be looking good in game.
Here's the screenshot:
Thursday, May 21, 2009
From Max to Fallout 3
Hah! Got it into Fallout 3.
The textures are being stupid (they look perfect in GECK, just not in game), but the gun works great, the animation is even pretty close.
The textures are being stupid (they look perfect in GECK, just not in game), but the gun works great, the animation is even pretty close.
Saturday, May 16, 2009
Steampunk Blunderbuss
Still needs some texture mapping, but the model is fairly well worked out
Based on reference from SteamGearLab.com
Based on reference from SteamGearLab.com
Friday, May 15, 2009
Dual Blade II
Reworked the model a bit, and the texturing, and normals... pretty much everything.
Created off of Concept Art by Targete
Created off of Concept Art by Targete
Thursday, May 14, 2009
Friday, May 8, 2009
Levi's Lamp
Just a little something I wanted to see if I could work out. Needs some love from Z-Brush, so done for now.
Thursday, April 30, 2009
Wednesday, April 29, 2009
Wednesday, April 22, 2009
Alchemist's Flasks
Ok, this was just for fun, but I'm pretty happy with how it worked out. I just started with the single flask (the smooth one here). From there I did a Normal Map study for fun. In this image there are 4 different Models:
1. Low Poly ~400 Count
2. High Poly ~5k Count
3. Super High Poly ~10k Count
4. Low Poly w/Normal Map ~600 Count
Can you guess which is which?
1. Low Poly ~400 Count
2. High Poly ~5k Count
3. Super High Poly ~10k Count
4. Low Poly w/Normal Map ~600 Count
Can you guess which is which?
Thursday, March 12, 2009
And Done.
Well, never will be really, but one must move on. I think the modeling is finished at least, texture next, maybe...
Tuesday, March 3, 2009
Friday, February 20, 2009
Sunday, February 8, 2009
Tuesday, January 13, 2009
Friday, January 2, 2009
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