This was a very fun, little project and a nice refresher in the hand-painting department. The original concept is from a good friend Aaron Hain whose work you can find here: http://aaronhain.daportfolio.com/

He was kind enough to lend me the design to model, and what a design it was. I tackled it best I could, first by modeling the simplified shapes in Maya, doing a basic sculp in Zbrush, then baking those shapes out in Turtle and hang painting from there.

The initial paint was colorful and fun, painting in highlights that would exist had the model been lit, but it did require a lot of thinking outside the box to make lights and shading happen that wouldn't normally exist, only because it made the model look to have a softer look, and as if it were lit from a number of different directions at once. 


 Then from there was the complicated part... the moss. I started by creating the moss paintings, one half of the two textures used to make up the robot, his accessories and his pedestal, pictured below.

Then from there I pieced together the many moss planes onto the robot in a believable manner (I think). It was fun, but time consuming, and the best part was that it allowed for me to save textue space on Moss's first texture sheet, since most of that is mirrored on his model. Using the moss, I could add an asymmetric design to make him more interesting.




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You know whats always fun? If you answered "a pile of skulls," then you're correct!  Recently I worked on a small project where I was making a pile of skulls and for the project I wanted to test out a few new tools:

  • Dynamesh in Zbrush: I had never used it to retop a model before decimation master.
  • 3D Coat: I've used it for unwrapping a model, but yet to really delve into the retopping process from a highpoly reference mesh.
  • Marmoset 2.0: it looks gorgeous, I've had some of my stuff rendered in it, but I've never actually touched it myself. 
So without further ado, my process!
The actual forming of the skull wall was actually fairly easy. Sculpt a skull in zbrush, make a bunch of instances of said skull, add a bone here or there and throw them in a pile! Looks great, totally natural, and no actual human heads were harmed in the process. Two thumbs up... but wait 1.5 million tris... uh oh.

Taking that mess of a high poly model, I decimate in Zbrush and head over to 3D coat! From there, after getting the initial hang of navigation (because no two 3D programs apparently work the same), I really actually like how 3D coat retops a mesh. Its smart, easy to adjust and much quicker than Zbrush ever was (less painful too).

3500 tris hmmmm?... Lower poly: check. Clean (enough) and the silhouette is still good: check. But for the purpose that I want to use this skull wall, 3500 tris was still far too large.  If I'm going to populate a scene and make a number of "walls" from this guy, I decided further cleanup was needed, so I continued to merge polygons and verts by hand, keeping the silhouette and texture space, but lowering the polycount to ensure optimal use of the model.  


Some texturing in photoshop and dDo, a bit more tweaking of materials, and I was pretty happy for the time I had spent on it, and from my first time using a number of tools I had recently learned so much about. Not perfect by any means, but I definitely learned a lot, which should always be the goal from any project! Not to mention, I can definitely see the benefits of both Dynamesh and 3D coat as tools. :D



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 Ever felt like making a cast iron, "ye olde" feelin kitchen set? Well now I never will again.

That said, some gritty, high poly kitchen ware.  I used this project to practice different textures and shaders, and pretty happy with how everything came out, especially the metals and stitching on the leather.

Low poly in maya, sculpted in zbrush, baked with turtle (finally getting the hang of it, and textured in Photoshop with some helpful assistance of dDo.




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Posting some recent progress on a Flak gun I modeled and textured. This guy was a good little challenge of hard surface modeling in Zbrush and my first time using the Turtle baking in Maya 2015.

Turtle is a tricky little bugger, but once you have all the settings down and figured out, it is by far, one of the most powerful baking tools out there. While I still had a bit of cleanup to do with my normals, it still gave some incredible results seen in the renders.

Otherwse, this was a good learning expereince when it came to making my own brush alphas in Zbrush and rendering in Marmoset.

All in all I'm super happy with the outcome of the model. With lots more to come! :)











Model and Textures by me
Nick Vigna helped with renders in Marmoset 2
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 One project I always found a lot of value in was re-purposing an asset.  It not only saves production time, but can be a true test of skill when it comes to taking a model and finding another purpose for it, or in this case, another context.

For these tikki's I was given a single quick doodle. From there I treated the Tikki like any object, seeing how I could use it to the most of its ability and give it more than one purpose.





So I modeled and textured the tikki, keeping it lowpoly, and basic. A wood carved, worn design.


From there I chose 3 different styles of tikki in 3 different contexts: Swamp, Underwater Cave, and Industrial park. And from there I fleshed out the styles of all 3 tikkis.

Swamp
Underwater Cave
Industrial park


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