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Tuesday, December 4, 2012

TF Scout RIG UPD: #06

Popped these out quickly... Still gonna keep working on these, adding some new ones as well...

Stay tuned...

TF Scout RIG UPD: #05

Working on some Blendshapes!

Stay tuned...

Monday, November 26, 2012

TF Scout RIG UPD: #04

Before I modeled the bat, I searched online for references... and found this.

Team Fortress Bat
And quickly went to work...

Now, Getting back to the rig... Can't wait to pose him with the bat!

Stay tuned...

TF Scout RIG UPD: #03

So, I'm almost done with the Scout Rig... I thought it would only be logical to pose him... and then I thought it would be BADASS to model his BAT! Gonna texture this up quickly!

Stay tuned... 

Sunday, November 25, 2012

TF Scout RIG UPD: #02

Finishing the weights on the body. The heads left... I'd like to have a couple of blends shapes for him as well.

Stay tuned...

Saturday, November 24, 2012

TF Scout RIG UPD: #01

Don't want my rigging skills to get rusty...

Obviously NOT my model... Kinda felt like doing some rigging. So, I was looking through my long collection of rigs, which I have downloaded throughout the years, to study ofcourse, and came across this guy. Glad I did, while I was playing around with their rig, I noticed a technique which I could use on my rigs. 

So thought what better way to practice... I stripped it of its original rig, and now I am re-rigging it, using my methods and new ones. 

Stay tuned... 

Thursday, November 8, 2012

AC: Tunnel Entrance UPD: #09

Have added more detail, Tweaked the model a bit... All thats left on this one, is finishing up the (color map) texture on the base, and some final color correcting, Then that should be it... I might have added TOO much grunge to the texture, might pull back on that... And add them to the run down one...
Once the Color Maps are done, It should only take minutes to create the other maps: Normal, Specular, Alpha...
Stay tuned... 

Friday, October 26, 2012

AC: Tunnel Entrance UPD: #08

Quick update on textures... I'm going back and forth between the normal and color map. Looking a bit more interesting I'd say... I played around with the specular map too... Just familiarizing myself with the UDK material editor, it has been awhile since I've dabbled in it.

Stay tuned...

Thursday, October 25, 2012

Learning how to use nDo2!

Just a quick detour... nDo is a powerful tool, if you know how to use it. 

Tuesday, October 23, 2012

AC: Tunnel Entrance UPD: #07

I'm a bit late on this one... But rest assured, I'm hard at work!
I've placed some BASE textures on. The textures are really plain, simple, clean and boring right now. Next I'll be adding more to the textures like: grunge, cracks in the concrete, etc... Colors are all over the place aswell... So, color correcting is a must too. 
I figure finishing this one up, will make life a bit easier for the second version...

Stay tuned... 

Monday, October 8, 2012

AC: Tunnel Entrance UPD: #06

Researched lightmaps (light and shadow info) this weekend... There are still some issues i need to tweak, but looking good so far. I figured unrwapping the "new" version first before creating the "old" version was a better option... That way i didnt have to unrwap the second from scratch.

Stay Tuned!

Wednesday, October 3, 2012

AC: Tunnel Entrance UPD: #05

This one is done... Tomorrow i'll be working on the "old" version...

Stay Tuned!

AC: Tunnel Entrance UPD: #04

Almost there. The major sections are pretty much done, Next, I'll add the gates... After that, the "new" version will be complete.

4236 Tris. (poly count)

Tuesday, October 2, 2012

AC: Tunnel Entrance UPD: #03

The asset as a whole feels good... Tomorrow I'll continue adding some smaller detail. Once I finish with the renovated version, I'll duplicate and flesh out the old/run down version...

Stay Tuned!

AC: Tunnel Entrance UPD: #02

Just blocking out the asset... I like how it's starting to "feel", like it has some weight to it.. I'll start adding some detail, larger ones, then smaller ones as I progress...

Monday, October 1, 2012

AC: Tunnel Entrance UPD: #01

As I mentioned before, I am a HUGE gamer... And just recently played through the Assassins Creed Series... Suffice it to say, Ubisoft gained one more fan.
I liked the AC Architecture, So now I want to create some fan art of my own, depicting the Tunnel Entrance introduced in AC: brotherhood. 
It won't be an exact replica... I would like to do a before and after... One where it is run down and has not been used in a while... And another where it has been restored.
Though Ubisoft already did that, I would like to expand on it and give the Tunnel Entrance a bit more character. 

Blocking out Stage...

Tuesday, September 25, 2012

PS3 Controller (high poly) - Update #13


So, after a few months, I know, WAY too long for any project, for this size anyway... I can finally say I can move on... believe me, I could keep tweaking til the end of time, but I have to call it eventually.

Rendered 10 separate passes and with Photoshop I was able to composite them together.

- Diffuse no shadow
- Indirect lighting
- Reflections
- Refractions
- Shadow
- Specular
- Emissive
- Occlusion
- Wireframe
- Mask (for reflective surfaces)

Stay tuned for more!... 

Saturday, September 22, 2012

PS3 Controller (high poly) - Update #12

Ok, I'm back on track... I've been pretty busy these past couple of months. 

Here is the twelfth update on the controller... Still a few steps from completing this.

- Adding one or two more lights
- Adding some imperfections in the textures
- Tweaking material properties

I'll be rendering passes and composting them in photoshop.

NOTE: This is a fairly small render compared to the final one, so some details may not be apparent in this render, like the bump map detail. 

Tuesday, August 21, 2012

Evilot a Puzzle/Defense game by Syrenaica!

Syrenaica is a Chilean game company... and they're currently developing their first game. Oscar Contreras, who has worked as a Development Director at Electronic Arts, is the founder of Syrenaica. Their game Evilot is an interesting and vibrant, yet familiar puzzle/defense game. You can visit their Kickstarter page to learn more about their game!  

As Count Dolfus, an evil overlord, you want to enjoy some R&R and live the rest of your life in peace. But with lurking heroes and adventurists looking to steal your most prized possessions, it proves to be a difficult endeavor.

To repel these do-gooders, you must rally your army of minions and protect whats yours!

Evilot plays like a standard puzzle/defense game, but with some unique gameplay added in.
The team has developed a "combo mechanic" system, to make the game more engaging to the player.
Once you have placed 3 units in a row or column, those units are removed from the board and get replaced by a single unit, but at a much higher level.

Choosing your defense, which units to send in, are recurring decisions you must address. This adds a strategy element which other known titles lack.
Another feature which makes this game unique is how you amass your army. Rather than collecting resources and having to buy units, you build up your combos, then you will be able to place more units onto the board. Bigger combos, bigger army.

With your help, the Syrenaica team will be able to raise enough funds to record Evilot’s soundtrack with a LIVE orchestra, which will be performed by the Macedonian Radio Symphony Orchestra. This will be possible once Syrenaica reaches the initial goal of 10,000 USD, any additional funds will be used to improve the game.

Syrenaica's Kickstarter project ends on Friday September 7th. Thats ten days from the time this post goes live.
Whether you pledge or not, drop them a note to show your support.

Wednesday, August 8, 2012

StringZ a mobile game by Wingz Studio! - REVISED

It has been a pretty awesome week!... Why?... Well, I've been playing StringZ like crazy this week... That's why! After playing the HD Full version, I HAD to revisit this post and make it into a proper review of Wingz Studio's StringZ.

Wingz Studio is an indie mobile game developer based in Portugal... which I had the pleasure of discovering just recently. So, I wanted to support them and their game. StringZ is a physics based game, which I'm a big fan of! You're an alien, Z, who gets separated from his confounded contraption he calls a spaceship... And it's your job to guide him back!

After countless attempts, I have managed to obtain all stars within the StringZ universe! And I had a blast doing so.

It took me a bit to adapt to the control scheme (not very familiar with mobile gaming), and it was slightly difficult for me to select the string to adjust (Fat Fingers), BUT as soon as I had it down, I was off creating intricate paths for Z to take, in order for him to reach the stars!
It's a pretty solid concept from the ground up.

You can select between regular string or elastic string... And you will NEED both, if you want to acquire all stars.
The worlds are engaging and the puzzles are mysterious and puzzling, which is appealing to a person like myself.
I want to be challenged!

The best thing is that no one play-through is the same!

If you're as much of a fan of physics based, puzzle games as I am... Then you should definitely try it out NOW!
If you're low on cash, you can download it for FREE!!!
If you liked it or just want to support them, you can BUY it for next to nothing!

Monday, August 6, 2012

Tire (High Poly)...

Something i was working on... Just posting this up so you guys don't think i'm slacking off!!!... I'm hard at work researching anything my brain can soak up... 

After i finish the controller, which is not long from now, i plan on continuing with this model.
I plan on baking the detail down to a lower poly model, texturing, etc... And rendering using the Unreal Engine.
I have many ideas and am VERY excited about future projects... 

To not give too much away... I wanna start showing some love to one of my favorite hobbies... GAMES! Which is a field I'm very interested in and hope to keep contributing towards...

Anyway, I hate rambling... Don't worry i'll keep future posts short and to the point.

Saturday, July 28, 2012

Saturday, July 14, 2012

PS3 Controller (high poly) - Update #11

Still needs plenty of work... Did some last minute tweaks, and started on the lighting, going to go back and forth between maya and tweaking textures.... Still need to work out the materials...