Wednesday, January 29, 2014

Scenic(-ish) Mountain Road Drive

It's been a while since I've posted anything to this blog. I've been feeling really burnt out after finishing grad school, so hopefully this post can be start of many more to come.

I took a few pics of my friend Karim Abou-Zahab on our drive down from Chhim in Mount Lebanon. Enjoy



































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:

Base
Skin

Color

AO

Reflection

Tight Spec

Medium Spec

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:

Head Render

Perspective Render

Tail Render
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 upper half of the Skyaway.


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 the wire frames of the low poly model.