Monday, March 18, 2013
Monday, March 11, 2013
Creepy Crawly Wyrm Thing
Just thought I'd post a previous Zbrush project I had worked on. This was more or less the first thing I'd made with Zbrush - didn't even know about dynamesh at that point. I'm thinking of going in and touching him up some and transferring him to a low poly because I've had a few animators now tell me they want to animate him and his wiggly self.
Death Tomb WIP 2
Worked on the neck area a bit, getting more of the shape I wanted there and fixing some glaring muscle issues. I also started work on his crown.
Sunday, March 10, 2013
Materials
Materials I created for Grapple.
1 - Metal Material – Created to be used in concurrence with anything metal to attempt to keep our metallic assets in the game the same. Set up to be instanced and parameters with placeholders in them so that normal maps and detail color and specular maps could be put over top as long as they had a proper alpha channel included. Used for nearly all our metallic assets, except for special cases such as the truss asset.
2 - Wall Material – Created to support the creation of varying wall materials, but didn’t end up getting used. Needed some more tweaking and better masks between clay and bricks. Also could be optimized more.
3 - Tesla Lightning – Used Karen’s tesla material as a base to keep the same look and feel. Created using several panning and texture coordinate nodes. This was used on an object put inside the Generator Tower at the end of the level.
1 - Metal Material – Created to be used in concurrence with anything metal to attempt to keep our metallic assets in the game the same. Set up to be instanced and parameters with placeholders in them so that normal maps and detail color and specular maps could be put over top as long as they had a proper alpha channel included. Used for nearly all our metallic assets, except for special cases such as the truss asset.
2 - Wall Material – Created to support the creation of varying wall materials, but didn’t end up getting used. Needed some more tweaking and better masks between clay and bricks. Also could be optimized more.
3 - Tesla Lightning – Used Karen’s tesla material as a base to keep the same look and feel. Created using several panning and texture coordinate nodes. This was used on an object put inside the Generator Tower at the end of the level.
Sand
Sand Piles created for Grapple to be shoved into the corners between buildings and floors to help break up the harsh transition. Created in a way that when rotated you could get several different looks as the rest of the pile would be hidden inside other geometry.
Floor Panels
Floor panels made for Grapple to create the major surface you walk on in game and give the illusions of being on a giant platform.
Tower Top
Top for the end tower for Grapple. Needed to be a focal point and look as if there might be a generator inside.
Building 3
A tower Building built for Grapple. Made up of 2 different floors - a bottom floor with a door on it and a second floor that can be duplicated, scaled, and rotated to create the rest of the tower.
Wednesday, March 6, 2013
Death Tomb Begins!
Learning Zbrush - Using the concept art Death Tomb by Ryoma Tazi.
And here are my first WIPS
-Sean Buck
And here are my first WIPS
-Sean Buck
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