Pages

Tuesday, August 3, 2010

on blast




This was a first tryout of the process I found here: Tutorial provided by Rachel Downing. As soon as I get her blog I will post it here. :D It's a really cool way of doing things. And its nice when people share process!








^^This one is by Kirk C:





Modeled in a day with textures from my library. Having pre-existing textures allowed me to really speed up the level of production and minimize modeling. Work in progress, more to come.


Walk Cycle


Muthafucking ninja




Friday, July 23, 2010

final fannytasy






Been working on a fantasy environment lately, here are the updates. Lessons from 3D Game Textures. All of these textures were more or less procedurally generated in photoshop, no photo overlays just yet. 

Saturday, July 17, 2010

/\/\ooo





Sci Fi Setting:


Learning how to make base textures totally generated in photoshop The wood crate is an example with a photo overlay. Most of these need a bit more grunge and were procedurally generated, but its all very helpful. 

Still trying to figure out how to integrate smart filters with vectors, as going through these exercises using both have caused different results for the texture. More soon!

Wednesday, June 30, 2010

foxy boxy






Waaaah!






Wow! Vector layers are awesome!

Learned some great techniques from a book that I'm reading about Vector layers, Layer Masks, ect. Really, really gave me some good ideas about how to make good looking stuff fast, and custom.



Level in Hammer (art copyright Valve, except my broadly added prop) from CG350.


Sketch dude with a shitload of custom brushes made of natural materials from CGTextures.com, such as random splatter (which was really helpful for this)

Monday, May 24, 2010

Here DP, the IP you already own! Treat!



Scary!!!

Major two thing I realized with these paintings: sharpen and color dynamics! That sharpen motherfucker gets things going in terms of contrast and providing clearer colors, as well as delineating where contrast should be. After flattening (or using SmartObjects) pump sharpen in a couple of times and bam, step two.

Also, applying Hue, Saturation and Brightness jitter is a great way to jump start a palette and continue with unmixed colors.




Today I spent some time making a little environment to test pushing texturing before modelling, and it helped me learn a lot about the importance of textures over models, which is critical for games. This ain't quite done but it was a nice test for learning more things about this technique.



My next DP game!!! Coming back to bite you in the anus, DP!!! 2010!!!

Started blocking the little girl out...again using Sculpt Geo Tool in Maya (the Relax feature) to help go from boxy to round much easier. Jeah!

As well, used an extruded sausage technique on the hands...they're a little thin now but I'll work on it. Nonetheless, followed the technique where I started with the fingers, duplicated them, then extruded then further to form the palm of the hand, deleting the polys in between the fingers to make the palm, then bridging. Anyway if you want to know what I mean I can bust out the meat grinder...

some old shit I found!!!