12.28.2012

Pre-Render

Sometimes I work with java teams, what mainly means that they cannot handle real 3d, so the way to work is pre-rendering. Yo do your own model without any concern about the polycount, the only thing that counts is to have a well set camera oriented as an isometric view and be faithful to the concept. Having an unique point of view gives you the chance to add some tricks in the model and not worrying much about what is behind.

This is rendered using V-ray and using different render elements. They are mixed in photoshop and ready for the over-painting.

12.27.2012

Metro





















Its always cool when you have the chance to work in a really interesting asset, something that you haven't tried before and represents a real challenge for you. That's more o less the case with this metro wagon. Its supposed to be a damaged wagon, planed to be in the middle of a scene hanging from above. The material its a multi-subobject of two materials. The first is the metro in the good state and the other is the damaged one. The model works as a mirror, one side is normal and the other is damaged. That gives you the chance to have both models of the same metro, having for example two complete  wagons in the normal state and one damaged (the one that supposedly has received the impact).

10.25.2012

Nova 3



This was a real challenge. We received to concept from RedSteam and from there it was a five days production between me and one of my team partners. He did the arm, the foot and the calf part, and I did the rest. We divided the work between Max and Zbrush, and once we had the high poly, we projected all the details on a 3000 traingles mesh, with five L.O.D. The character use a diffuse, specular, normal and a self illumination map.

The commander is one of the characters of
Nova 3, it was a colaboration with the team that developed the game.


10.21.2012

Femme


And this is another personal project, between hours, designed to train myself, to do things I have never done before in 3d. I focussed my attention in the folds of cloth and in the curly hair effect. By the other hand I tried another kind of loops in the retopology for the part of the main body. The head follows the loops that most of the current game models use to animate the face.

Warrior



This is one of this characters that I have been working between hours, in the launch break or in moments of no work. The design is mine, made by differents refferences of armour, and the whole production alowed me to learn tricks and ways of creating textures or meshes really useful for the work I do. This is something I will always do, to create for the pleasure of creating.

10.20.2012

Ice Age Village

Ice Age Village is my first published title, where I had the chance to go a bit crazy with the polycount cause the models were suposed the be animated renders, nevertheless they are between the 3000 and 6000 trinagles. Only a diffuse map is used.





10.15.2012

Social Animals

 

All these animals were created to fill the environments of a social game that was never released. They have around 500 triangles and 512 pixels textures, all of them handpainted. No high poly, no other maps than the handpainted difuse. I spent one day per each of them, low poly modeling before lunch and textures in the afternoon. That was a really funny time.


6.15.2012

Cartoon workshop












This was meant to be an example of style and evolution for a standard building, in that case a workshop. It has 1k tringles and the texture for the whole evolution is 512 pixels. The texture is handpainted, just a single difuse.