So here's rest of what I have to show from my time at BioWare.
BioWare was a great adventure and I valued my short time there a great deal. The people were amazing, and they taught me so much. For personal "life" reasons, I had to cut my time there short for a more permanent opportunity, but I'll never forget my time at one of the most respectable studios out there.
I'll post the ArtStation Link to each one in case you'd like to learn more.
Speeder Mount
https://www.artstation.com/artwork/oOLo8m
Stinger Staff
https://www.artstation.com/artwork/nQnqdO
Kitchen Props
https://www.artstation.com/artwork/VdmAn5
Extending Staff
https://www.artstation.com/artwork/rR8yaO
Driod
https://www.artstation.com/artwork/W2Ny52
Shotgun Inspired Blaster
https://www.artstation.com/artwork/0XJvPV
Troop Carrier Mount
https://www.artstation.com/artwork/BmrLJD
HP Blaster
https://www.artstation.com/artwork/QzeA8l
Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts
Saturday, April 25, 2020
Tuesday, August 16, 2016
Photo Source Textures VS. Han Painted Textures
I have recently started a Block tradition at the school for creating a Link shield each class to talk about creating simple props for games. I have found that some students like this little asset because it allows them to play with the idea of making something in low-poly 3D with an asset they find very familiar. I mean seriously, who doesn't want to make a Zelda asset?
This Block I went in a more gritty (realistic) approach to the Twilight Princess Link shield. I used photos of wood, metals, and grime to edit together a PBR constructed material. You can see that just by using photo sourced texture, it really makes the iconic shield look far more realistic and medieval than what we are used to seeing in most Zelda games.
Here is the ArtStation post:
Last Block I did a much more stylized "N64" style version of Link's shield. Lower poly count and very simple construction works nicely when coupled with hand painted textures that are deliberately trying to make the asset feel like it's from a "cartoony" world. The asset pictured only uses a simple diffuse map which tends to work very well when going with this simple art direction. Just as cool and as much fun to create as the realistic shield pictured above.
If ;you enjoy texturing and are trying to branch into different art styles, try picking a simple game asset from one of your favorite game series and do something with it you haven't seen before. Fun exorcise and really flexes those texture painting muscles.
Here is the ArtStation post:
Labels:
3D,
art,
game art,
game asset,
game dev,
legend of zelda,
low poly,
prop,
shield,
video game,
weapon,
zelda
Tuesday, August 9, 2016
"Potato Masher! RUN!!!"
This is a low poly M24 grenade (WWII) that I created in front of my last class.

The lesson was on creating normal maps starting with a high poly to low poly bake using a standard 3D package. Part 2 of the assignment is to go in and add the finer details using the xNormal Photoshop Filter and then overly the two normal maps together to create a single map with all the detail of both types of normal map creation.

The lesson was on creating normal maps starting with a high poly to low poly bake using a standard 3D package. Part 2 of the assignment is to go in and add the finer details using the xNormal Photoshop Filter and then overly the two normal maps together to create a single map with all the detail of both types of normal map creation.
Here is the ArtStation post:
https://www.artstation.com/artwork/9kJWW
Labels:
3D,
3D model,
art,
game art,
game asset,
game texture,
grenade,
low poly,
M24,
texture,
video games,
WWII
Saturday, August 6, 2016
This is my ax... There are many like it but this one is game art...
Here is a low poly prop and texture I recently created in front of my class to discuss texture workflow and storytelling within your texture.
Modeled in Modo
Textured in Photoshop
Texture Painted at 1024x1024
Marmoset Render 512x512 diffuse only

To create a good looking, realistic game asset, you first want to collect your images for the base materials.
Ask yourself these questions:
What is this asset made of?
How is this asset constructed?
Where has this asset been?
Once you've made those decisions, you can begin finding the right source images to create your base metal, plastic, wood, screws, bolts etc... Now using PS, place/rotate all your source images to your assets UV shells. Once everything is in place and seam free, you can begin adding additional shading that the images did not supply but you want to create based on your concept.
After you have a nice looking asset that looks new from the hardware store, it's then time to give your asset some personality. This is where the "Where has this asset been?" question comes in. Has this item been used as a weapon? Has it never been used but been sitting in the back of an old truck or tool box for the past 5+ years? These are the things that will help you decide if you need dirt, dust or blood...and how much!
With every asset you make, you'll want to get better at asking yourself or your art lead these questions and then use the answers to help push your texture to a more interesting place.
Modeled in Modo
Textured in Photoshop
Texture Painted at 1024x1024
Marmoset Render 512x512 diffuse only

To create a good looking, realistic game asset, you first want to collect your images for the base materials.
Ask yourself these questions:
What is this asset made of?
How is this asset constructed?
Where has this asset been?
Once you've made those decisions, you can begin finding the right source images to create your base metal, plastic, wood, screws, bolts etc... Now using PS, place/rotate all your source images to your assets UV shells. Once everything is in place and seam free, you can begin adding additional shading that the images did not supply but you want to create based on your concept.
After you have a nice looking asset that looks new from the hardware store, it's then time to give your asset some personality. This is where the "Where has this asset been?" question comes in. Has this item been used as a weapon? Has it never been used but been sitting in the back of an old truck or tool box for the past 5+ years? These are the things that will help you decide if you need dirt, dust or blood...and how much!
With every asset you make, you'll want to get better at asking yourself or your art lead these questions and then use the answers to help push your texture to a more interesting place.
Tuesday, August 25, 2015
Sunday, September 7, 2014
M14 Game Model
Software Used:
- Maya
- Photoshop
- xNormal
- Marmoset
M2 Browning Game Model (Revised)
Software Used:
- Maya
- Photoshop
- Marmoset
Labels:
.50 cal,
3D,
3D model,
game model,
gunporn,
low poly,
M2 Browning,
machine gun,
Marmoset,
maya,
photoshop,
video game
Mossberg 590A1 Game Model
Software Used:
- Maya
- Photoshop
- xNormal
- Marmoset
Labels:
12 gauge,
3D,
3D gun,
game,
game model,
gun,
gunporn,
low poly,
Marmoset,
maya,
mossberg,
mossberg 590,
photoshop,
shotgun,
video game,
weapon,
xNormal
School Props: Turntables 1 & 2
This is a collection of assets I made at Cole Engineering for a test scene to be placed in Unreal Engine 4. I have gathered the assets I created (high and low resolution model, color/specular/normal textures) and placed them onto this turntable for demo reel/portfolio purposes. All props are low poly with LOD's and were used in a real time walk through rendered with Unreal Engine 4.
You can view these assets in their natural environment in the video below.
I worked closely with the talented Justin Wildhorn and Sorob Raissi, you can see examples of this project as well as more of Justin's work here: http://www.justinwildhorn.com
...and check out Sorob's work here: http://sorob.net
Software Used:
- Maya
- Photoshop
- xNormal
- dDo
- Marmoset
- Unreal Engine 4
Labels:
3D,
3D model,
3D props,
art,
digital art,
game art,
game model,
game rez,
low poly,
maya,
normal map,
photoshop,
props,
school,
unreal,
unreal engine 4,
video game,
xNormal
Fishing Scene Turntable
This is a collection of assets I made at Cole Engineering for a test scene for a client. I have gathered the assets I created (high and low resolution model, color/specular/normal textures) and placed them onto this turntable for demo reel/portfolio purposes. All props are very low poly with LOD's and were used in a real time cut scene compiled in Unreal Engine 3.
You can view these assets in their natural environment in the video below.
I worked closely with the talented Justin Wildhorn, you can see examples of this project as well as more of Justin's work here: http://www.justinwildhorn.com
Some design work and small boat done by Sorob Raissi, you can see examples of his work here:
http://sorob.net/
Software Used:
- Maya
- Photoshop
- xNormal
- dDo
- Marmoset
- Unreal Engine 3
Tuesday, January 14, 2014
AR-15 FPS Model - Finished!
Here are some screen grabs of the FPS resolution AR-15 I've been working on. Around 12K tris and 1 2048 texture (diffuse, normal and spec). Been working on it in my down time. I made the upper/lower receivers Spike's Tactical because...well, why not? They are awesome and I really like their logo. Chambered in 5.56 (223) and ready for service!
Labels:
3D,
3D gun,
AR,
ar concept,
AR-15,
fps,
game gun,
game model,
gun concept,
gun porn,
low poly,
spike's tactical,
texture
Thursday, May 16, 2013
Mr. Skullhead: First ZBrush sculpt
Just got set up with a new work station at my job this week and the only software installed so far is ZBrush. I hadn't touched ZBrush since 2007, and I had only done the most basic of tasks even back then. One of my co-workers suggested while I'm waiting for Maya and Photoshop to get put on my new PC I might start learning ZBrush as we'll be using it more and more here at work. He also suggested I try out something new to ZBrush called DynaMesh. So Mr. Skullhead here is the result of me pushing and pulling some shape from a DynaMesh sphere. Still a WIP, just something simple to get my feet wet in the big world of sculpting.
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