Showing posts with label 3D Characters. Show all posts
Showing posts with label 3D Characters. Show all posts

7.01.2014

Orc




















It's nearly two years developing the same project at work. Its interesting and challenging but I cannot show anything until the release date. So I am using the few spare time I have to push my limits as a 3d artist. This is not the only model I am doing for free, I have a couple more but I need time for them.  
Its difficult to say how much time spent in this high poly mesh, and I cannot say exaclty when I will finish it, I hope by the end of the summer. One thing for sure, it will  be for real time.

The character is an orc from the mountains. I am aiming to a different kind of armour that the ones we all saw in The lord of the rings. All the assets he's wearing are natural elements roughly handcrafted. Everytinh will have they say after texturing.

The Amazing Spiderman 2 - I

I could participate in The Amazing Spiderman 2, the game. I did only 2 NPCs and some fixes in another ones already done. This was the first one. Having the opportunity to do a cop it's always interesting, however an NPC has a super low polycount and it's meant to be seen from far. Despite of the normal map I took from the high poly, the low poly mesh runs with a single diffuse, with even the specular faked into it.


12.18.2013

Epic


I had the chance to work on the official game of the movie "Epic" from BlueSky Studios. That was an amazing experience. The job was simple, make the low poly, projections and texture. The good part is that the high poly model was the original from the film, and it was nice to see how all the loops were working and which is the quality level of an official finished character in an animation film.

11.28.2013

Danger Dash


Danger Dash! is my last game released, It's a 2d game with 3D characters prerendered. The hero and the adventure girl are not the exactly the same than ingame, we changed them a bit modifying the mesh to make the Hero more muscled and girl more cartoon. The polycount is between six and eight thousand triangles and textures are just a normal map and a clean diffuse. Something simple to fit and keep the cartoonish style of the game.










5.05.2013

Conan (w.i.p.)

Here is my current personal model. Still in working progress I am working on it between hours, in my free time and whenever its possible. I will finish it soon, but I can start showing something =)

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.


10.18.2010

Krauser

Krauser is the final boss of the "burning thirst" project, developed during the MCV in 2010. It was my first game, not published of course, but amazing by the way. Here is the link if anyone wants to play.

http://www.burningthirst.com/

7.23.2010

Animation reel

The world of animation is the world of movement. By working on character studio, i'm finding a way to create some movements and acrobatics that I never thought I would be able to do.

I must say that the movement drawing class I attended during my degree has been very useful.

Highpoly



The highpoly sculpting process is a unique chance to demonstrate anatomy knowledge, texture surface and all the small details of the character. It's a pity that just a texture comes out of this.

Mutant





Here is my first character! A mesh of aproximately 7000 polys, mapped with three texture channels (diffuse, specular and normal), with a physique and a 60 bone skeleton. An ugly mutant ready for the gameplay!

This is part of the game "Burning thirst", wich I'm currently developing.