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.


Support Tank




Concept tank sketches.

The first image is black ink on top of indigo blue pencil. Second image is blick ink on Vellum.

After drawing some ideation sketches of tanks, I liked the look of a split front end as it made for interesting negative space. Some of the ideation sketches were of large lumbering tanks, while this is meant to be smaller. Large tank illustration to come soon...

Saturday, April 21, 2012

Futuristic Rifle Color Rendering



Digital drawing using Sketchbook Pro and Wacom Cintiq.

I determined the color and texture of the object in this phase. Since it is a science fiction type gun, I added some alien writing/symbols to give more detail and character to the final design.

Friday, March 16, 2012

Futuristic Rifle




Ideation sketches in pencil and ink, detail drawing in marker and ink, perspective drawing uses marker for shading and colored pencil for line art.

I am looking to model some low-poly, game asset type weapons. I started with some concept sketches for a futuristic gun, followed by a detailed marker rendering of the design that I decided to develop. I was drawn to this design over the others because I liked the way the handle and the upper and lower sections of the rifle create a nice negative space.

Perspective drawing defines the three dimansional shape of the rifle. Next step is a color rendering in Sketchbook Pro.

Friday, March 9, 2012

Admiral Shrike Color Renderings




Concept drawings painted digitally in Photoshop using Wacom Cintiq.

These final concept images show color, shape and texture. Together with the line drawings done previously, there is a good source of material from which to begin modeling the character.

I changed the look of the character somewhat for these final drawings. I edited the size of some of his features to give him less of a cartoon character porportion and more of a realistic look. I also wanted to give some of his machine parts a somewhat worn look.

Stay tuned for a full 3D model sometime soon.

Saturday, February 25, 2012

Admiral Shrike Marker Drawings



Admiral Shrike concept drawings using marker and ink.

I chose a few designs from the initial sketches that I decided to go with. These drawings are made to show detail, as well as a better defined form by use of marker for shading.

I want the character to be dangerous/scarry looking, so I decided to go with a kind of "spidery" look for the claw, as I can imagine both its look and it motions/movements can be made to look very creepy.

Thursday, February 16, 2012

Admiral Shrike Concept Sketches


Character concept art using pencil and ink.

I wanted to develop a villain type character that will be modeled in 3D. In these sketches, I have developed the idea that the character has some mechanical body parts. The arm, leg and head are all drawn in detail to show the machine parts.