Wednesday, December 31, 2014

building 2 textures progress

wip highpoly decor detail to be baked down.

Friday, December 26, 2014

Sunday, December 14, 2014

first texture pass for armor

straight color and normal map 2048. will be downsized to 1024 for final

Sunday, December 7, 2014

armor vest mudbox sculpt

basemesh made in maya. sculpted in mudbox

got to test out my new Wacom intuos pro, which i have been holding off to buy for a while. But im glad I made the purchase, definitely improved my sculpts

Sunday, November 30, 2014

armor vest

WIP armor vest based off of SDU

Saturday, November 22, 2014

Monday, October 13, 2014

Building 01 final

Maya viewport 2.0 with ssao and anti-aliasing. Textures size 1024 col/spec/normals

Tuesday, October 7, 2014

texture revised

This a my texture flat, currently making revisions to make it more apocalyptic.

added some blood stains and some broken windows.

Sunday, September 28, 2014

building 1 texture final

This one of the more challenging models to texture for because of the limitation of the texture size of 1024 for the whole building. I somehow managed to fit all the texture into one uv tile, but it was a pain in the arse. Glad its done

Monday, August 18, 2014

Running Dead Building 1 texture progress

Running Dead Building 1 texture progress

making some high poly detail to be baked down to the low poly.

Tuesday, July 1, 2014

Tuesday, June 3, 2014

jumping back into Zbrush

Its been a while since I used Zbrush for work. Pick up a few new techniques sculpting cracks
while working on a tilable street texture.

Here are some other stamps that i made in mudbox for reusable details that will be applied later on.

Friday, February 28, 2014

Substance painter

Substance Painter is what I had imagine the next step for 3d painting should be. Being able to paint multichannel is very efficient. This is something that Mudbox is lacking. I urge the developers/programers for Mudbox to implement this in. I think Autodesk can try to bring Paint FX into mudbox. Imagine how powerful it will be, being able to paint hair onto the model and bake it down. This will definitely be Mudbox's answer to Zbrush's fibermesh. Think of the the possiblilities, since paint Fx has a lots of parameters, it is procedural  which is great for production when you need to make a lot of iterations.