Friday, September 6, 2013
Sunday, August 25, 2013
Movie Mermaid Concept
I just started working on the conception of a mermaid model for a friend's feature movie using ZBrush and Photoshop.
After sculpting and poly painting the model, I took several passes(Base, Skin, Color, AO, Reflection, Tight Spec, Med Spec, and Rim) by applying ZBrush's diffrent materials on the model:
Afterwards I combine the previous passes in photoshop, and with a little paint over and blur effects end up with the current concept pieces:
My Layers in photoshop starting with the lower layers up were:
After sculpting and poly painting the model, I took several passes(Base, Skin, Color, AO, Reflection, Tight Spec, Med Spec, and Rim) by applying ZBrush's diffrent materials on the model:
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Base |
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Skin |
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Color |
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AO |
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Reflection |
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Tight Spec |
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Medium Spec |
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Rim |
Afterwards I combine the previous passes in photoshop, and with a little paint over and blur effects end up with the current concept pieces:
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Head Render |
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Perspective Render |
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Tail Render |
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Mermaid Swimming |
My Layers in photoshop starting with the lower layers up were:
- Base
- Skin (Hue at 60%)
- Color (Color at 64%)
- AO (Overlay)
- Reflection (Overlay)
- Tight Spec (Pin Light)
- Med Spec (Pin Light)
- Rim (Color Dodge between 95-100%)
Thursday, July 18, 2013
Grapple Poster Concept
Below is a poster concept I made for our capstone game at FIEA.
Amina who is grappling through the air looks a bit pissy, but it's understandable considering there's a giant mechanical spider-thing behind you destroying your town.
Revised Concept:
Previous Concept:
The process of making the poster was lighting the in-game models in Maya, rendering them out, and polishing everything up in photoshop.
The models were created by the artists on our team:
Amina model by Nisa Matinez
Destrozar Model by Karen McCarthy
Monday, April 29, 2013
Portfolio Piece 2: Skyway
The Skyway is a large mechanical structure used for the transportation of crystal minerals in our capstone game, Grapple, that the player can use as both transportation and a weapon against the the giant enemy mech, Destrozar.
Below are screenshots of the Skyway being rendered in the UDK engine.
For this project I ended up dividing the model into two groups to maximize the amount of texture space.
Textures for the Skyway's base + tracks.
Emissive map for the power core and generator.
All together 2 Diffuse, 2 Normal, 2 Specular, and 1 Emissive 2048x2048 maps were used.
These are some of the high poly models I used to bake down a normal map.
Below are screenshots of the Skyway being rendered in the UDK engine.
For this project I ended up dividing the model into two groups to maximize the amount of texture space.
Textures for the upper half of the Skyaway.
Emissive map for the power core and generator.
All together 2 Diffuse, 2 Normal, 2 Specular, and 1 Emissive 2048x2048 maps were used.
These are some of the high poly models I used to bake down a normal map.
Below are the wire frames of the low poly model.
Monday, March 18, 2013
Monday, March 11, 2013
Let There Be Light
The lighting in Grapple allows both Amina to see where she is grappling while catching some sun.
Above are four different screen-caps of real time gameplay in the environment. Clockwise from the top left:
- Normal light shinning over the buildings. - Hot burning environment - Rising smoke through the buildings - Final assent to the power tower saturating the environment around it.
Rome Wasn't Built In A Day
Below are the various iterations of our environment concepts for Grapple's city. This is where the main character, Amina, would be grappling between the rooftops and through the streets.
This first concept was a silhouette-esk image of the Tatooine like buildings from Star Wars found in Algeria with overlaying metallic mechanical structures surrounding the building.
In the next iteration a simple traditional Moroccan building was used instead that had overlaying mechanical contraptions made of metal, yet with much less than in the last concept.
The buildings then became less fancy and more simplified to represent a working class society. Less designs in the metals are used and placement is more 'slapped on' as if the city is under constant construction.
These last two concepts were paint-overs of a grey-box model of the city created by our environment modeler. They were meant to capture the look and feel of what the city could look like and whether or not it feels right. In these models we wanted the city to feel more lively and lived in with market stalls and stands littered around the city.
Monday, February 25, 2013
Meet Our Lovable Enemy Model
This is the majestic mech enemy that has been introduced to the lovely peaks of Jabal Makasem (sure you can try pronouncing it). He leaps from building to building attempting to navigate the city for the main character Amina.
I started out by hard surface modeling a high poly version in Maya then worked my way down to the low poly version with 8042 Tris. For baking down the normal maps I used xNormal and then textured the rest in Photoshop.
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