Showing posts with label texturing. Show all posts
Showing posts with label texturing. Show all posts

5.12.2010

Zach, Andy, and other mythological creatures

Forgot to update!!

I completed my contract work for BrandX Games and they have given me permission to post the final two images! This is "3D Concept art" for an unreleased and unannounced game.



The project was a little rushed, but I think it came out very well for the amount of time I had. I also taught myself ZBrush for this project, and while I'm still fairly new to the program, it's SUPER FUN to model with it and I look forward to doing more ZBrush work!

However, right now I'm trying to get this painting finished!

I think I'm getting close to "finished" but there's a lot of untouched areas here still-- check out Andy's white blob of a spellbook! I also checked my sketch and realized I read some of my lines wrong and gave Zach a huge butt, so I might try to fix that too.

11.17.2009

Final Textures

I just realized I never actually posted these, so here are all of the diffuse maps for the DrowLove project. These are all completely hand-painted at 256x256. No photos were used!





Autem's texture sheet includes some blank space at the bottom right where I was planning to put a texture for her amulet.


Arinae's was done first, so her face was unwrapped a little differently.


Due to time constraints, Pyras and the props were never completed for this project. You can see more on this project here, at least until I change my website around.

Currently, I'm working on redesigning my website and working with Flying Saucer on the Flash advertisement. Hopefully I will have more to show soon.

4.16.2009

lots of pictures

Fie is done.


I actually figured out how to use biped extras, so I rigged his coat. I'll probably go back and do Drea's coat this same way, but not yet, I need to finish the last two models first.


He doesn't really have enough geometry for a good coat rig, but it works way better than skinning to his legs.

ANGRY WALKING.

So, I added him to the lineup, where he is coincidentally right next to Lueali. I don't think either of them would be particularly happy with that.

He brings some boot colour variation to the group.

Aaand then I did a bunch of renders because I'm getting a kick out of this project.

Flan is the favourite of all my professors. XD Oddly, he translated really well into 3D.

Fie is my favourite, I think. I really like his glasses.

Autem, who is pretty.

Arinae, the first I did. I'm noticing skinning errors on her, and I need to tone down her eyes just a little. She is supposed to have very pale piercing eyes, but right now it's a bit of an overkill.

♥TRUE LOVE♥

She is somehow one of the most expressive ones.

I really like Fie. XD LOOK OUT LUE.

I think I did something strange with Lue's self-illumination. He looks fine in Max, but gets weird shadows on his face in all the renders. I'll probably take a look at that when I get to the point where I am fixing old errors in these models.

Granth is next! These are due on Wednesday, I'm hoping to have them done this weekend.

4.12.2009

Five Finished

So I've got two more models for the DrowLove project.

Flan! I had to get a lot of critique from Bob to get him to look like him, but we're really happy with how he came out!

Uh. I'm a little burned out. :D;

Bob likes this one.

And I like this one. XD

Texture makes a lot of difference!

And here's Autem!
Same deal, I had to get a lot of critique from Yubi, but luckily, she actually has an actress she knows of that I was able to use as reference for what a more realistic Autem might look like.


Her skin test was a little prettier than Flan's.

Here's the current lineup. I'm replacing and posing models as I finish them. They each have diffuse, opacity, self-illumination, and specular maps. I've skinned them to bipeds because I really don't have time for eight custom rigs.

ALSO, BUTTS.

Fie is next. c:

4.09.2009

Texturing Like Crazy

Skeletons are as finished as I am going to worry about getting them for now. I'd like to touch them up a bit, but this is workable unless I get free time, which I don't think will happen, unfortunately.


And Drea makes 3/8 DrowLove models done.


For fun, here's a render before he was skinned properly:

And here is one after skinning. I've noticed a few obvious errors since this, but really, that big coat creates problems for dynamic poses. I might experiment with ways to fix this, but I don't really think I have time, and he works great when he's just walking around.

Finally, I did some fanservicey renders for fun, since I have both Lue and Drea done now. c: I haven't done alternate expressions, though, so they are kind of going :| at each other. ROMANCE!!!



Flan is next!

4.06.2009

SKELEBLUE

I'm trying to finish up the skelebots over the next few days.

Blue skele is the "perfect" version. He's got metal parts and is clean and sharp. I want his teeth to look like sharp blades, but haven't finished the texture yet.

I really like how his back looks.

In conclusion, self-illumination maps are now my favourite thing ever.

3.19.2009

Oh, and...

I keep forgetting about Djinn & Juice, which is now called just Djinn, I guess.

I'm doing two more versions of the skelebot texture. The three versions will behave differently ingame.
I haven't done anything but swap colours around at this point. The green one is going to be "rotted," and will move in a more creepy fashion. He'll be fun, I will get to do rust and mold. The blue one is going to be metallic, he's the "perfect" version who is the hardest to kill. He'll have like, metallic plates in his bones, no dirt or blood on his clothing, and probably fancier looking pants and shoes.

Here's the tarmantuloid, which I guess is what we're calling the golden mantis now. We decided to just use procedural textures for him, though I did a simple unwrap in Max anyway. The red lights self-illuminate, the rest is gold and silver metallic.

I've been spoiled by unwrapping and texturing my own models, these were done by a teammate. Among other things, he wasn't modelled with the blades I gave him in the concept art, so I did the best I could to make him look as extravagant and dangerous as he was intended to.


He should look great when he moves, I think.

I've also been asked to create the logos and website for the game, as well as 2D assets. I haven't done much for the website yet due to career day, and my team hasn't gotten me the specs and FTP info yet, but as soon as it's up, I will link it here.

Here's the logos I made.
Djinn is the final title of the game, Fire Alarm is the team name. For Fire Alarm, I used the font Eurostar Black Extended (which is basically my favourite font ever, it fit what I wanted perfectly this time) and for Djinn I used one called XXII Arabian Onenightstand, and then "destroyed" it with photoshop. I pitched several different rough logos to my team to get feedback before I made these final ones. They really liked that particular font for the game, but disliked how clean it was and requested I make it look rough, more like Chicago House. I like the final result and it looks great on black, which is likely how it will be seen in game.