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

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.

Friday, November 14, 2014

Guns Daily T-Shirt/Hoody Design

This is another T-Shirt design I was commissioned to do by +Gunsdaily , I'm really happy how this one came out.  Go check out @gunsdaily1 on Instagram!  

Tactical Bacon Operator

A buddy I've made through Instagram in the firearm community commissioned me to create this image for a T-Shirt design.  I thought it came out pretty cool looking.  If you are interested in a shirt, go check out @gianniarms on Instagram to pre-order one before the holidays.

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