Wednesday, September 25, 2013

Dark Souls GIF

I put more hours into Dark Souls than any other Xbox game.  I think this GIF(unknown origin) sums up the experience of the game nicely.  


Monday, September 16, 2013

The Wolverine Workout

I have been doing the Wolverine Workout workout by David Kingsbury -- Hugh Jackman's personal trainer -- for a couple weeks now and I am really enjoying it.  So much so, that I went ahead and made an excel spreadsheet so that I could easily track my daily lifts.

Here is a sample screen shot of my spreadsheet:



I have attached a spreadsheet that will print out to two pages in landscape.  The percentages are based off of the first week so adjust those accordingly as you progress (the percentages are found by following the Wolverine Workout link).

Click on this link, download and enjoy
Workout Schedule - Excel (Updated 09/17/2013 after I found some discrepancies)


Wednesday, January 25, 2012

CryEngine3 Terrain Map

This needs some work, but I am limited because of the outputs with a basic version of World Machine.  I also need to learn how to actually use CryEngine3 to give this more depth using lighting, fog, and rain.  I followed a tutorial by: YouTube user wenda111287, http://www.youtube.com/user/wenda111287#g/u .  

This is the terrain map inside CryEngine3:

I started by importing a plane from Maya at 512 x 512 with sub width and height of 8.

After exporting the plane as an OBJ I imported into Mudbox for some basic sculpting.

After the sculpt was done I exported a displacement map to World Machine.  The basic version of World Machine only allows for an output of 512 x 512 which ended up limiting the detail of the map and it's textures.



This is a screen shot of the World Machine node output I used:

The output nodes contain maps, such as: height, ambient occlusion, light  map, beach mask, rock & grass mask, flows, deposition.  These maps would later be imported into Photoshop to adjust colors for the diffuse map.

After the maps were extracted it was time to import into Photoshop for color adjustment and blending.


This process involved importing the texture into Mudbox to get a view of what the diffuse would look like.  After going back and worth to work on colors I ended with this:



After I felt the colors were acceptable I then added some sculpting detail to the map.  This would all look better if I was able to export all maps out of World Machine at 2048 x 2048.


All that was left was to extract the new displacement map and export it to CryEngine3.  This was a fun project that I hope to do again sometime.  

Thursday, January 12, 2012

Gears



Mock-up of a robot head and a series of gears used to create it.










Monday, December 12, 2011

Quick mock-up of new wood tower

Sunday, December 11, 2011

Large Tower Concept

Not going to work, but it looks kind of neat.

Thursday, December 01, 2011

Wednesday, November 30, 2011

(WIP) Ballista.  Some messed up normals, but it is coming along.

Monday, November 28, 2011

AO of a tower I worked on today for a game.  Trying to keep it low-poly, but still look cool.

Sunday, October 09, 2011

Working on Mountain Asset

So I have been trying to work on a style for the mountains that will look good on a small scale, while also having a more cartoon type aesthetic.  Here are some concepts down in Mudbox.

This is the mountain range:
 This is the top mountain that I cropped and sized for mobile devices:

Wednesday, October 05, 2011

Concept to Model

This is concept art and model for game asset.  Top-down tower defense type project.
Modeling and painting of mountains done in Mudbox.
Base of mountains done in Maya.


Sunday, August 28, 2011

Squid

Squid I did in ZBrush with mesh done using ZSpheres, followed by polypainting.  This is the second Digital Tutors course I have followed.

Tuesday, August 09, 2011

Saturday, June 18, 2011

Mudbox Face Sculpt 1

This is my first sculpt done in Mudbox: Pre-texture

Textured using my own face: