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.
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.
12.15.2013
Skylines
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.
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.
6.28.2013
Action MMO RPG
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 =)
4.27.2013
Human Figure Studies III: Movement!
These compositions were single pieces of dancers of the Theater Institute in Barcelona.
Human Figure Studies II: Anatomy
Understanding how the body works is necessary to recognize the shapes beneath the skin and how the silouete is build. Knowing how to place the bones and the muscles in every pose represent the core of the real understanding of the human shape. Once you understand, you are ready to place the elements, to draw them.
The shape of the bones give us tracks to see how the body joints work. This part of drawing bones represent a deeper study of the human anatomy artwise. Its good to know how the machine works, that help us to understand every bending of the human body.
Human Figure Studies I: The two hours session
Drawing. That was the core of my studies during my four years of studing my career in Fine Arts, all the knowledge about the human figure and its anatomy. Sometimes, specially in the requirements of different jobs I am applying for, I am asked for my artistic background. I had a lot of studies of my earlier days as an artist and I have decided to prepare a sequence of different collages of a lot of single drawings all of them put togehter.
My most common duty as a student was the 2-3 hour session with real models drawing in a 100x70cm paper with charcoal and other dry techniques. The goal was making the composition fit in the space catching at the same time the proportion, perspective, intention movement and anatomy details. All the figures in this composition were done following these requirements, in single papers in different mornings each one.
My most common duty as a student was the 2-3 hour session with real models drawing in a 100x70cm paper with charcoal and other dry techniques. The goal was making the composition fit in the space catching at the same time the proportion, perspective, intention movement and anatomy details. All the figures in this composition were done following these requirements, in single papers in different mornings each one.
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