Showing posts with label low poly. Show all posts
Showing posts with label low poly. Show all posts

Saturday, April 25, 2020

Star Wars: The Old Republic - Art Dump

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




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:


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.

Here is the ArtStation post:

https://www.artstation.com/artwork/9kJWW

Sunday, September 7, 2014

Spike's Tactical AR15 FPS Game Models







I made a FPS quality version of the Colt M4 at my previous job, however we never got around to adding the feature and the weapons to go with it.  After holding onto the asset for a bit, I decided to turn it into a Spike's Tactical AR M4 and than later created a "flat top" version with FDE (flat dark earth) furniture.

Software Used:
  • Maya
  • Photoshop
  • xNormal
  • dDo
  • Marmoset

Colt 1911 Game Model (Revised)




Another model from the vault of past goodies.  I originally made this 1911 model for a game idea where the player could customize and build their firearms and than use them at progressively more challenging shooting ranges.  Sort of a Hogan's Alley meets Gran Turismo.  The past renders I had of this asset were done with Maya's Mental Ray and not actually real-time as I had intended.  Now with current game engines and tools like Marmoset I am able to show off this pistol as it was meant to be seen.

Software Used:
  • Maya
  • Photoshop
  • Marmoset

AK-47 Game Model



Here is a low poly AK I made at my time at Cole Engineering.  The version we used on our project was a bit too low poly for portfolio use, so I took the time to add some polys where needed and updated the texture to something a bit more realistic and higher quality.

Software Used:
  • Maya
  • Photoshop
  • xNormal
  • Marmoset

Beretta M9 Game Model



A common favorite in the firearms world as well as the current military issued sidearm, the Beretta M9 is hands down the most iconic 9mm on the market today.  I had made a very low poly version of the M9 in my time at Cole Engineering, but wanted to make a FPS (higher poly) version of the pistol to better showcase my appreciation for this awesome firearm.

Software Used:
  • Maya
  • Photshop
  • xNormal
  • Marmoset

M14 Game Model



This is a model I started on awhile back but simply didn't get around to finishing until I found some time this week.  I love the Springfield Armory M1A and wanted to create a game model of it's original design, the M14.  Chambered in .308, the M14/M1A has been in service since WWII and is still looked at as one of the best semi-auto rifles on the market today.  It's like the 1911 of the rifle world.

Software Used:
  • Maya
  • Photoshop
  • xNormal
  • Marmoset

M2 Browning Game Model (Revised)



This is an older model that I made in down time a couple years back.  I revisited the model, updated the textures and than rendered it out in real time using Marmoset to show that even an older, super low poly  model can look pretty sharp when it's rendered with the current real-time tech.  Good time to be a game artist for sure.

Software Used:

  • Maya
  • Photoshop
  • Marmoset

Mossberg 590A1 Game Model



Here is a game resolution Mossberg 590A1 I recently finished.  As a fan of the Mossberg 500 series, I decided it would be cool to create the 500's thicker and heavier big brother.  Added a 6 shell side saddle for good measure along with a fiber optic front site.

Software Used:

  • Maya
  • Photoshop
  • xNormal
  • Marmoset

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

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!