Friday, December 30, 2011

Rework of Forest Cabin

I decide that the composition looked better flipped horizontally. and a few other tweaks.

Rework of The Garbage Pail Kid

I fixed the background perspective, and the lighting and shading overall. I guess I can call it done for now.

Saturday, December 24, 2011

Airship Sail Texture

I didn't like how plain the sail was, so I started playing around with ideas and came up with this tonight. I also changed the red canvas on the blimp to a hand-painted map instead of a tiling texture. I don't think I got the scale right, but I'm kind of wondering if the 4096 map can handle it. We'll see, but I'm done for today.

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Thursday, December 15, 2011

Main Gladiator Character Ready for Rigging

I intend to do a little more work on the color map, but all the geometry is in place and posed for rigging.



Tuesday, December 13, 2011

Oh Lord, He Painted Another Cabin

I know, I know. I need to quit with the frickin' cabins. Maybe I should move into one, so I don't need to fantasize about them so much. Actually, screw that I need internet!

Monday, December 12, 2011

Normal Map Test for Main Character

Here he is in Maya with a new color and normal map. It's pretty low poly still, but with plenty of edges where they are needed. The maps have some glaring errors in places that need to be cleaned up, but this is a good milestone to end my efforts at for the evening. I'm pretty confident I can get a decent model to the rigger in a few more days.

Sunday, December 11, 2011

Retopo for Main Character Done

I finished the retopo (well 98%, it looks like I might have a 6-sided star or possibly an ngon or 2 to fix). I really hope that Zbrush will take it, otherwise I'll have to repaint it.


Finishing Touches and Retopo Progress

I added some body hair and fixed the armpits; they didn't look right when I saw them the next day. Now he's in 3DCoat, and about 1/2 done. He'll probably be finished this evening. Then UV and Bake maps out. I'm a little worried about that phase working perfectly as the mesh has some holes in it, but we'll see. This will add to my experience as a 3D artist, no doubt.

Friday, December 9, 2011

Zbrush Detail Sculpting

I did some Zbrush detail sculpting the last couple days to touch up a model for the game my team is making. God, I love this program. The majority of this model was sculpted by Luigi Volpe and painted by Dmitriy Golovinov. These guys were brand new to Zbrush, but got a  really great first sculpt by Luigi and first paint by Dmitriy. I just did the finishing touches, so to speak. Now for the retopo.





Monday, November 21, 2011

Elemental Models for Arena of the Gods Game

Here are some very low poly and detail models for the game. They will all be engulfed in particle effects, so not a lot of need for detail. So don't gimme no shit! lol


Garbage Pail Kids Trading Card

Some of you may be old enough to remember the Cabbage Patch doll craze in the 80's. If you remember the Cabbage Patch dolls, you have to remember the hilarious Garbage Pail kids trading cards. I loved those cards as a kid. I learned a lot about snot from them. Anyhoo, here is my tribute to the Garbage Pail kids (and the D&D monster manual, hehe).

Tuesday, November 8, 2011

Airship Texturing Fixes #1

There's always room for improvement! Yep, I had a few normal maps to fix so that Mental Ray would render them correctly. Now it looks a little better.
 This one is SUPER hi rez. Here is a link to the Hi rez version. http://jasonpettibone.deviantart.com/art/Airship-267936515
  This one is SUPER hi rez. Here is a link to the Hi rez version. http://jasonpettibone.deviantart.com/#/d4fisg5


Saturday, November 5, 2011

Airship Texturing Done

Here are some test renders of the (mostly) completed Airship using mental ray in Maya 2012. I'm still having an issue with mental ray making my normals inside out. You can see the error in the boards of the hull. Once that's fixed I can call it done. I just need to do a little research. My next goal is to bring it into Vue for some better renders.







Tuesday, November 1, 2011

Were Wabbit Mask

Yup, it's a wererabbit. Hey, didn't you know you can make any animal were? Hehe. 
Well its done and it was fun. Happy Halloween! Or day after that is....

Sunday, October 23, 2011

Game Icon Rendering

Spent most of today, playing around with this. Making textures and shaders in Maya, and rendering them out to use as UI assets. They're the glyphs that you grab to gain spells in the game we are making.


Monday, October 17, 2011

Texture Progress and Scary Wabbits

Happy Halloween, heheh! Here is an iteration of a project I'm working on called Were-Wabbit. It's supposed to be a mask of me turning into a rabbit. Possibly my subconscious getting back at myself for writing the song "Fuck the Easter Bunny", although I hardly regret that. Anyway, its going to be a lot more paint, and a lot less photomanip when I'm done, although I can seeing the merit of keeping some of the photomanip images for my own amusement. This is the first of those.







I'm also still working on texturing the Airship model. I'm pretty happy with some of the tiling textures that I've come up with. I have been trying to make a good steampunk bronze texture made for a long time (with pretty bad results), and finally I've made one I can be proud of.
Test render of the bronze.
Also, here is a closeup render of the blimp walls texture...

Saturday, October 15, 2011

Airship Color Comps

Here are some color comps for the airship to get an idea of the general color that I want to go for. Decisions, decisions....

Friday, October 14, 2011

Airship Modeling Done

The final touches have been added in the modeling phase, and I'm moving on to UVing. Luckily, this thing is pretty symmetrical.





Sunday, October 9, 2011

Airship Progress

Modeling is 90% done. I'm really not looking forward to fitting this onto one UV map, lol.