Showing posts with label 3D Assets and Environment. Show all posts
Showing posts with label 3D Assets and Environment. Show all posts

11.28.2013

Tank Battles


















I work in that project many months ago, but it has not been released until few weeks ago. It was a nice experience, making turrets and chain-wheels. Every tank has three part, wheels, body and turret. In game tanks are customized by the user, so all the pieces must fit together with all tanks. Textures are greyscale and there's only a diffuse and a specular. The color goes by vertex color and the cammo its an overlay texture added by the shader. The ones in the picture are my ones.

ENVIRONMENT

I have also worked in the environment of the market where the user customize his own tank. Its one of the fisrt full environments I do, and I did it together with Javi, my old partner, who was more experienced than me. In the beggining the garage was full of objects and chains with hooks hanging from the ceiling, but continuous  feedbacks removed almost everything until we had a clean more o less empty space.


6.28.2013

Action MMO RPG



This is a small collaboration in a project that was never released. The first image is soposed to have a nice particle effect inside the mouth, creating a gate of light where the enemies arrive from another world.
The concept of the idea came from a partner of mine.

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).

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.

7.23.2010

3D!





Finally, I jump into 3d Art. After a year of learning and development in the MCV (Master in Creation of Videogames) of the Pompeu Fabra University of Barcelona I'm prepared, with the necessary expressive resources and skills to actively take part in the videogame industry.

Thus my real search begins! If you like it, please do no hesitate to call =)