Saturday, May 26, 2012

Tree Scene




Here's a tree scene I worked on recently. It's mostly made up of texture work. About 90% of the modeling work was provided to me. The parachute and the roots sticking out of the ground are the models that are mine. I do plan on adding a few more modeling details to this piece in the near future. I would like to have the foliage grow up over the barrels and tree base. The foliage looks a bit manicured atm. I will most likely have to make a few more plant variations to get the look I want.

All the texture work on this scene was hand painted and made to tile seamlessly. No photo manipulation was used for the textures and all but the leaf and plant textures were made using Zbrush and Photoshop. I used Maya's 3D paint tool to create the mask textures that allows the moss texture to crawl up the tree and over the other geometry. Each of the geometry pieces that have moss growing over it has a second UV set that I used to position the moss correctly. I lit the scene in Maya and rendered it using Mental Ray.

Sci-Fi Hallway







This Sci-Fi Hallway was created in about 2 weeks. I used the UDK to put the scene together with mostly basic materials. There are a few materials that are setup with reflection maps but other than that it's fairly straight forward diffuse, normal and spec. I used Maya and Modo for the modeling and texture bakes. The meshes are setup for modularity and easy duplication and reuse in the UDK grid space. I used Photoshop for all the texture work and I lit the scene using lightmass and a combination of emissive textures and fill lights. Unfortunately I don't currently have permission to post the concept art that I used for reference. I will add it at a later date if I get the okay to post it.

Friday, January 27, 2012

RAGE HD (Shipped IOS Game)



Rage HD is out now. The above shots are of the Aqueduct level that I worked on for the game.
The level was built almost complete from artwork from the Rage console and PC game. I merely "kit bashed" a lot of the assets together and worked with a designer on the level layout. I was responsible for all the lighting in the level and worked on creating different access points for mutants to spawn from i.e. cracks, pipes, and grates to name a few. www.idsoftware.com/Rage-Mobile