Wednesday, April 24, 2013

Weapon-Hi Poly






Here are some quick BPR renders from zbrush of my high poly weapon model. I'll be retopologizing this soon and doing the hand painted texture this week (inspired by darksiders redesign of a mixture of concepts)

Monday, April 22, 2013

this is one of those moments/days where i haven't posted any sketches within my sketchbook or digitally in awhile. The reason being because i have alot of zbrush assignments to work on and ive been focusing strongly on my portfolio and alot of concepting behind these portfolio pieces. But i definitely have some art pieces to post up soon.

Fury_Scythe WIP


here's a WIP of the weapon im creating this quarter.

Sunday, April 21, 2013

Agronian Warior Low Poly Wireframe



Posting the wireframe i currently have for the lowpoly of my Agronian Warrior Portfolio Piece. Ive been messing around with workflow for these past 2 quarters. Trying to find which im more comfortable with, High to low, or Low to high?

Thursday, April 18, 2013

Compositional Study 2

another small page of thumbnail studies on how artists are approaching composition.

Wednesday, April 17, 2013

Character Portfolio Piece

ive began sculpting the base mesh of my first portfolio piece. My first 2 projects for my portfolio will be characters and the rest ....will be announced later :) but here's a paint over i did of my base mesh to get an idea on what i want my character to look like!

it's based off of an Greg Baldwin's conceptual work that he did for Insomniac Game's Ratchet and Clank! So i did a redesign of it to keep the character proportions as previously done. Though im trying to make this piece follow the company's art style. There's about 3 pages within my sketchbook of thumbnails, and concepts so i'll upload that another time.

maya low to high baking process


model the low
model the high
align the model as necessary to specific bump
select the low then open the transfer maps box as it'll input the low res automatically

drop down the source mesh option , select the high res, and click add selected
enable a normal map transfer and use the desired settings (all i changed were the map resolution and sampling quality if necessary)
here are the results to a basic flat plane though in noticed some of my details didnt show up so i lowered my high res plane a past the low res to the poitn where they werent even touching, so that it wasn't completed matching with my low poly and got these results:

tips ive learned with doing this:

make sure the low is unwrapped properly
avoid 90 degree angles
if necessary, modify the distance between the low and the high if the transfer didnt go successfully while they were perfectly aligned

bonsai tree project



so i finished the bonsai tree and manage to fix the issues necessary within the exports. one thing i have to work on is realistic/asymmetrical elements. I have a better idea of storyline when texturing/modeling but when it comes to something realistic towards a tree, i could use more branches in areas i havn't done so. So as explained in class, i have the common y shaped branch when i could have maybe branches on my branch's branches (inception D:) but yeah, now im approaching another hand painted model but this time it'll be a weapon for one project and a character for the final along with a scenery if i can get to it :)

for my portfolio classes im having another 2 characters at the moment. man this quarter is just fillledddd with characters but i think characters gives me a good opportunity to do some detailing in zbrush and keep my mind exercised and aware on how to do proper baking from high to low poly models in multiple options.

Monday, April 15, 2013

FIXED normal's seams

turns out all i had to do was flip the green channel of my normals -___- for EVERY xnormal's normal bake. haha . I did so many methods to try to fix this:

changing the UVs
checking the normal's face direction
checking/unchecking almost every box in the import and export option
UDK material editing like uv texture coordinate adjustments and so on
adjusting smoothing groups in max
MULTIPLE bakes
baked through xnormals, baked through zbrush,
and MANY more

and allll it took was a simple green channel flip? it turns out that xnormal's normal bakes will commonly have to have the green channel flip...so hopefully if anyone runs into this problem like i did and reads this, here's one option to fix it :D and if it doesnt fix it......good luck :) ask me if anything though.

to fix

having this issue often so im planning to fix this soon through a couple of trial and errors as always.
it's common through xnormal's base texture to bake options.

problem fixed?

i believe i found the problem to the UV seams within my object (which is a small mistake i made on accident and i dont know how i forgot this step when exporting my filees). i'll post an update soon when i get ahold of a pc to edit this but atm i have work to attend.

debugging . . .








beeng having this crazy issue with udk when importing my bonsai tree....my UVs are decent, i did a super basic light map (LITERALLY just a flatten map and sent to udk) and this is what i get. though it's not bad with my maps quickly placed in marmoset o.O

Saturday, April 13, 2013

Game Map


just posting a map for a level of a game im creating soon within UDK. here's the basic layout.

Tuesday, April 9, 2013

Bonsai Tree WIP

im nearly done sculpting this. i feel i need more detail so i'll look around for critiques and adjust this before unwrapping and texturing this and bringing it into udk. There're still the leaves for me to add. they'll all be with alpha cards but i'll do that last.

Monday, April 8, 2013

another sketchbook piece

i plan to paint over this also! after the environment :)

adding detail

blocking out shapes! but i have work soon so i'll work more on this when i get the chance :)

thumbnails

here's just some thumbnails of an environment painting i plan to do :)

Sunday, April 7, 2013

Bonsai Tree

Here's the first project for my Advance Game Modeling and Texturing Class. A bonsai tree :D so here's the rough stage for now. i'll have the leaves rendered in alpha cards.

Advance Level Design Final

just had to create a "pretty picture" for my final. I did quick modeling and texturing for this, the main focus in the project was composition. I feel i need alot more work in making compositions so i'll definitely do more thumbnails for practice :)

Saturday, April 6, 2013

My Wallpaper

i tend to use my most recent work as my wallpaper for motivation/inspiration to work harder so this is what i have for now! :)

Black Cat Sculpt Update


Here's a nearly finished update of my sculpture until given further critique from peers & instructors :)

Wednesday, April 3, 2013

Tease much?


this project is under lighting and rendering so still a WIP but it's almost there! :)

Who i am

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Rancho Cucamonga, California, United States
3D artist and recent grad from the Art Institute of California - Inland Empire.

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