Monday, September 1, 2014

modeling of a Mansion





Just got back from a job in California and I am very eager to be moving right back into my portfolio work. At this point I felt my demo reel was really lacking something architectural and so I searched out for a project to fill that void. What I am working on is actually a replica of the famous mansion from the first Resident Evil game. I was able to get top view blueprint maps of the structure online and also took screen captures of live footage from the game so I could have real references in terms of scaling, windows, doors, etc.

Some of this I'm going to have to improvise so I plan on doing some architectural research as to when I start adding detail to all the components. Unfortunately no clear images existed of the exterior of the mansion. Either way it's been fun and has really got me into the mindset of working from a module stand point and kind of having to place everything together as if it was a puzzle. So far everything is mapped out and I am now going to start adding the assets and detail into the project.

Wednesday, May 14, 2014

Two Sculptures I've been working on

For the most part, these sculptures I have been working on are now finalized. These images are both render shots inside of Maya using the low poly wireframes in combination with texture, normal, and specular maps. For the most part I'm pleased with how well the normal maps sat on the mesh.

When I retopologized I made sure to preserve the silhouette as best as I could so that the client will have the freedom to have some closer camera shots if they chose to within the final project.



Next part of the project is to setup bipedal rigs and get these statues in walk cycles!!

Wednesday, April 16, 2014

Another WIP sculpture


This is just another WIP of a sculpture that I am doing for a client. This was interesting because this was the first time I made a character out of simply just sculpting from one mesh the whole way. Usually I have the main body of a character laid out and have all articles and accessories attached as subtools.

Here, since the purpose was not so much to create a real life looking character, but something that was a little static, I chose to carve it all out of clay. Only had to use dynamesh and quad remesh a few times early on just to get the shape and then from there I'm just sculpting away.


Saturday, March 22, 2014

concept art asset


This is just something I completed as a freelancer for a video game company working on a kickstarter for their RTS game. The overall poly count for the asset is around 6K tris.

Monday, February 24, 2014

update on WIP characters!




Just putting up some updates on some work in progress characters that I'm currently making. The zombie type character has pretty much be done in terms of sculpting for a while. I just wanted to put some accessories on him (helmet, utility belt, etc.)

The other picture is of a uniform for a swordsman medieval type character. First time working with a character that has so many clothing articles. I started out by having a mockup sculpt of a human and have been extracting and layering clothing parts over the body to give it a realistic feel as to what the character is wearing.