Showing posts with label zbrush. Show all posts
Showing posts with label zbrush. Show all posts

Saturday, October 3, 2020

GCDS Spring / Summer 2021


 

 

Work Breakdown

-Pre production

-Cloth and simulation pipeline

-VFX supervision

-Outsource management

-Engine integration 

-Environment Art


Links

Vogue

GCDS 

Saturday, March 28, 2015

Throne Room Progress

Here are some progress shots of my throne room inside UE4.
I've had allot of fun so far working with Substance Painter to create this stylized scene.
I created the tileable ground texture within zbrush, and used vertex colors to blend it.


Tuesday, November 18, 2014

Organic / Hard Surface Study Zbrush

I wanted to do a hard surface study within ZBrush using Polygroups. Trying to stay within ZBrush as much as possible I managed to get most of the study done with the exception of the ears. After a while of trying to get the dome effect I wanted within ZBrush I ended up using a Maya bend deformer to achieve the desired deformation. 

Wireframe .gif

With the exception of the ears, everything else was created within ZBrush. 

Here is a quick breakdown .gif showing some of the geo splits created.


Cry Engine screenshot with low poly version.


Cheese please!

Wednesday, November 16, 2011

Brigand Art Dump

Here's a quick update of some of the work that I've been doing for Brigand Studios.

In order to save time the stairs above are built using the same stone mesh that I used to create the tiled floor texture (seen in the images bellow)
Due to the level designers needs, time constraints, and asset priorities I suggested that we used the default UDK Stairs mesh as place holders. I then created my own stair set keeping in mind the proportions of their asset, this way once I had completed my asset all that was needed to do is simply replace their mesh with mine without any setbacks.


I used the same approach on the stained glass window as I did here  Which consist of using 1 texture page for all 3 different glass panels instead of 3. This way by shifting the texture coordinates of the material instance you avoid bringing in multiple textures.

To save the level designer time I created prefabs. For those that are not familiar with prefabs, the quickest example I can think of is a mold. Prefabs may consist of multiple meshes arranged and grouped in a certain manner within the editor, or even better a set of actions with meshes (such as a matinee of an opening door) that can easily be duplicated and moved as one.Here I break up some of the meshes I used within these prefabs.
Note to keep a consistent look, save memory, and time some of the meshes cross reference textures. One example being the spikes on the door texture page are being referenced by the gate mesh as well, by using material ID's.

The castle exterior mostly consisted of 2 tiled textures, both the turrets and battlements were unwrapped carefully to avoid having any seams. In other words the 3 different versions of the battlements all snap together with out any texture or geometry seams due to the unwrap and modeling on grid. For the left texture I used a combination of Xnormal and nDo Photoshop filters to create the normals, the texture on the right is explained on my previous blog post.



This is a playthrough of Dead Plague, here you can see my assets in game. Some of the assets that are not showcased in the images above, but are seen in the video include; the jail cell, jail door, and stained glass variations.

Thursday, September 15, 2011

ZBrush Tileable Texture


This is an example of a quick tileable texture I created from scratch in ZBrush. It consists of 2 different stone subtools that were rotated, angled, and scaled differently. As far as my approach to creating the diffuse map I laid out a base colors on the subtool, and highlighted the edges using the Trim Dynamic brush, then modified the MatCap on every other tool I dropped. The rest of the texture work was done in Photoshop.

The following images are different view modes to show how the tiled material is affected by light.



Note: Only the assets being affected by the different view modes are mine, the rest are udk assets.



Friday, July 22, 2011

Spill the Beans




I started of this model in Zbrush using ShadowBox. I sculpted it into shape and laid out some base colors.
Using the previous ztool I created a damaged version of it.
I sculpted a bean out of a Sphere3D, duplicated the sub tool and changed the size and orientation for a varied result. I then used the spray stroke to quickly layout multiple ztools on the document.
Aside from the base colors I painted in zbrush, the rest of the texturing was done within Photoshop.

Low poly mesh was done within 3d studio Max using the freeform polydraw technique

Here's a quick .gif I made from UDK.