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.
12.28.2012
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
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.
12.17.2011
Cartoon Skies
These three images are style studies of skies for the first cartoon game I worked for. The title was never released and these pictures were left behind during the production of the game. These days I am recovering some stuff that i think its worth it to be shown.
The first image is just a research but the second and and the third one were made to be transformed in a vertical cross, the six sides of a skybox that was meant to be the full sky ingame.
The best part of this kind of cartoonish style is that allows you to paint a lot and make you feel creative.
The first image is just a research but the second and and the third one were made to be transformed in a vertical cross, the six sides of a skybox that was meant to be the full sky ingame.The best part of this kind of cartoonish style is that allows you to paint a lot and make you feel creative.
10.18.2010
Krauser
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
Mutant
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 =)
7.26.2009
The guard


Here comes another work using the engraving effect. Even now I still don't know if the color improves the result of the picture. The black and white code has something classic and special and it alows you to express the volume effect by a better way. May there will be another attempts but my intention now is to dedicate all my efforts to the pictorical skills. The line does not exist and the color shouldn't be caught in a cage of limited shapes.
7.20.2009
Sketches & Ideas


It was taking time without hanging anything. After certain changes in my life I return to the work. Between several illustrations in progress, I must admit that I love to invest small moments in doing sketches and small designs using a freer way to let my ideas fly. Considering the fondness I feel for them, I 've decided to share some.
5.05.2009
5.02.2009
Shaürie

Shaürie would be a good idea to return to the world of the ancient average east. A princess of persia that could revitalize the big games of adventure, action and platforms.
The graphic language is very gratifying and also relatively faster than previous processes. The black nevertheless makes dirty in certain way the color. It would be an appropiate skill for the most traditional illustration of books and stories because the final score remembers the engraving skill. A current and classic way of working.
Jump!
3.07.2009
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