Wednesday, October 17, 2012

Tigress


This is a 3D low poly character suitable for games or other real-time 3D applications. The original model was a hi poly sculpt in Mudbox that was retopologized in Maya with the final trinalge count of just 3114 for the character and pieces of armor. All Maya renderings are using real-time Maya hardware renderer.



The original base mesh was modeled in Maya before exporting to Mudbox for scupting and texturing.




 
Normal mapping was extracted from Mudbox. Diffusion map was hand painted in Mudbox. Ambient occlusion pass was baked into the models texture. Maps are 1024 x 1024 resolution on the final renderings.
 
 
Original sculpted model in Mudbox. Some objects were duplicated or only modeled on one half for purposes of optimizing UV space. Those componenets were later duplicated in Maya.
 
 
Side by side comparison of the hi poly sculpted model in Mudbox (left) and the low poly model in Maya (right).
 
 



Thursday, October 4, 2012

Ray Gun Concept Art



Concept art for Ray Gun. I am going for a retro look with a shiny metallic material. Images are scanned mixed media drawings done using marker and colored pencil.

Tuesday, September 25, 2012

Flame Thrower Tank Low Poly Model





 

This is a rendering of a military type vehicle. It is a low poly mesh consiting of 10938 triangles maing it ideal for use as a game asset. Modeling was done in Maya and texture mapping was done in Mudbox and Photoshop. Ambient Occlusion pass was baked into the texture mapping.
 
 
 
Here is the wireframe of the model.
 


 
 
Diffuse, Bump and Specular maps were created with Mudbox and Photoshop.
 
 
 
Some of the concept art originally created for this vehicle which was seen on an earlier blog posting.




Saturday, August 4, 2012

Admiral Shrike Portrait



 
Modeled in Maya and 3DS Max and Mudbox. Rendered using Standard 3DS MA renderer and 3Ds Max Light Tracer.
 
This is a model of the bust of a character whose concept art appears in an earlier post. With this piece, I wanted to hilight the characters facial features as well as his detailed eye piece. The glimpse of the collar and shoulder areas set a visual style for the rest of the clothing.
Below is some of the original concept art that I created and used as reference for the 3D model and rendering.
 





Wednesday, July 18, 2012

Ranger low poly character model


This character is a low poly model suitable for use in real-time 3D or as a game asset. The total triangle count for the character is 8084 and there are diffusion, normal and specular maps each at 1024x1024 resolution.



The model began as a base mesh in Maya and UV's were set up before exporting to Mudbox. In Mudbox, the character was sculpted and the bump maps and diffusion maps were partially painted onto the object before sending it back to Maya. Once in Maya, the geometry was retopologized and reduced to a total of 8084 triangles for the entire character.


Ambient Occlusion maps from the sculpted model were baked into the diffusion and specular maps. displacement and bump maps from Mudbox were the basis for the normal map.




Friday, May 4, 2012

Flamethrower tank digital illustration


Digital drawing using Photoshop and Wacom Cintiq.

This was a fun project, and I got a lot of satisfaction from the final product. This allowed me to set the color values and surface properties before going to 3D.

Flamethrower tank sketches




First two sketches are indigo blue pencil on paper. Third sketch is black ink of vellum.

Doing some ideations on tank design made me want to make one equipped with a flame thrower. After a few iterations, what started as a tank turned into more of an armored car with a turret on the roof. I was originally going to put a small winshield on the fron of the vehicle, but decided on louvered vents to see out of.
Using vents insted of glass gives the vehicle a more rugged and indusrial look while making for a mor interesting profile.