Wednesday, April 6, 2016

Modelling the brachydios

Modelling the brachydios from monster hunter for my final project of the semester. I have alot of references from pictures to videos. each one though is different levels of quality from game res on a 3ds to high sculptural models that sell for $250




Bouncing around alot as you can see but started with simple shapes of the body parts and then going and doing the first detail pass. working on the head atm of post and then tail, chest, cleanup, and finally to scales for this first pass.




Starting to get there. Just need another week to sculpt the details in and he'll look all nice and purdy XD. Also will need to increase his legs length a little to be more correct to the model concept im following.
Starting to look good.


Finished up the game res and painted him in substance painter 2. Put him into marmoset viewer on Art Station https://www.artstation.com/artwork/NEooq





Wednesday, March 30, 2016

Wednesday, March 23, 2016

Learning substance designer

Was able to achieve a very cool look by using a dirty effect and changing its color twice.

I think id prefer painter more though but enjoyed this.




Sunday, March 20, 2016

final post for weapons or props.

Started out working on a prop idea for the capstone game i was working on but it got cut so i decided to change things up and do weapons for the character i am working on. The last two are his weapon the others were just random ideas.

Thursday, March 3, 2016

6 Weapon/ prop designs

Since vertical slice is this week and after is spring break we were able to negotiate with Nick and only had to do one of them by Friday.



Saturday, February 27, 2016

Vehicles for 2D 3D


This week we were tasked with creating 4 different designs for our vehicles. 


Here are two extras that I made for different looks.


Without wood texture.

Sunday, February 21, 2016

Using maya as an environment concepting tool

This weeks assignment was to use maya as a concepting tool to make our environment for our capstone games if possible and these are two of the islands in the game I'm helping to make.


This is part of Poseidon


Cave top view of Zeus.


View youd see as you walk in


View of the island


So i didn't fully understand the assignment besides using it for concepting.  went ahead and added some more assets in there and made it more uniform to signify what was what. and not have it set to basically show wire frame but more of a toon look. still feel like I'm falling short, but I personally dislike this method compared to Zbrush, Compared to other in the class. But i also got to remember that mine is wilderness and not like Tamara's thats inside. Where the same amount of assets in one room spread over an island wouldn't look as cluttered or as noticeable when you're trying to take a big shot of the island. Like the view of the island has alot of small stuff in it that you cant even see. like you couldn't even noticeably see the UE4 person without me pointing it out. That way you can see the scale of things.


Here's the ref images I used for better visuals. These are how i see the wold looking like once we get into creating all the assets for the world.

Used for Poseidon


Used for Zeus