Sunday, June 15, 2014

Change that Spec!


I toned the spec down for the chair, it was originally leather, but I think I am going with that silk material. hmm..Might come back to this one later.
Updating the Killzone Gun


Lighting fixes everything! Aded more color to the gun instead of a flat gray. Might revisit this later for another color scheme.
Halo Prop Resurfaced



Added a bit more color to the Halo prop and fixed the muddy textures by hand...:P
Low Poly for Sci Fi Hand Rifle


A bit heavier on one end than I hoped, but I think this could just work silhouette-wise.

Saturday, June 14, 2014

Re-textured Axe 2



Wanted a different feel for this weapon. Originally had a jaded green tone to it, but when rendered the lights zapped all the color out, so I saturated most of my stuff now...
Axe 1 Re-textured



More saturated colors and less gray-tones.

Axe update


Changed the shapes a bit as Dylan suggested. Added more geo to reduce faceted-ness as Rocky requested. Gonna have to redo the textures and normals. 
Defining the blockout


The Blockout is starting to take shape now...almost to low poly, but I need to add more geo...

Friday, June 13, 2014

Staff update



Hand painted some stuff...Thanks again to Dylan...I am learning his techniques as he was teaching Adriana...mwahahahaha...Not nearly as good, but it was better than before.
Blockout of Sci Fi Weapon



Super simple blockout...I wanted to change the silhouette nmore drastically, but it messed with the weight of the entire piece so I decided to maintain a more balanced piece and add more Sci Fi details to the sculpt or in the textures.

Thursday, June 12, 2014

Chua Prop Update


Got that opacity to work...Finally!
Next item...Sci Fi Hand Rifle


Leaning towards the six in the lower left hand corner. I wanted to go with an old timey handle and trigger, but also with a sci fi flare to it. The others are just inspiration and a reminder on silhouettes, silhouettes, silhouettes...

Wednesday, June 11, 2014

Resculpted the column




Also put it into the Marmoset renderer
Went back and reworking the Asura prop



Got feedback about the cracks and the form, so I went back to make the cracks look more like cracks...at least I got reference to go off of...and I think they look like cracks...

Monday, June 9, 2014

Textured




I did what Collin advise to do which was the inflate tool. Thanks Collin, wanted to do that in the first place, but had no idea that the tool even existed. Thanks, it helped me more than you know.

Saturday, June 7, 2014

Started Zbrushing


So I used a duplicate from the scene. Just that one where I tried reducing the polys was the one that got corrupted. Don't really know what happen, but gotta move on. So advice of the day...Even backups get corrupted as well so duplicate your progress along the way...at least something is salvage-able within the scene....unless its the whole scene for both files then its time to suck it up and model/texture twice as fast! 
Low Poly for Zbrush



Gonna sculpt in some details...

Friday, June 6, 2014

Bioshock: Chair blockout


Simple blockout of the chair...Gonna add more padding and those are just placeholder legs. The legs are most likely gonna surround the chair like trim/scroll work. This is gonna be interesting.
Added the rest of the details and in Marmoset





Trying to figure out how to make the material transparent in Marmoset...been researching all over, nothing seems to work. Anyone any ideas?

Thursday, June 5, 2014

Chua Weapon Update





So I followed Dylans advice with some color adjustments...I also fixed some ao things added a few more maps and some bolts this time. Still got about a few more painting things to fix after I get a little help on how to paint certain areas. I'm doing it(painting)! Thanks to Dylan and Adriana for teaching me some painting techniques!

Wednesday, June 4, 2014

Bioshock Reference


I was gonna go with a more mechanical head, but I figured that it was towards character so I decided to go with a chair instead.

Sunday, June 1, 2014

Second Axe Textured




Trying to go for a greenish type of metal.
Mental ray

Trying out the mental ray render....Changed some settings in mental ray. Still can't get the lighting that I want tho.
First Textured Axe



Tried a different rendering engine as well.
UVs and Bake for Axe #2



Here is the bake and the uvs for the second axe. NEVER share UV space while baking! Took me awhile to figure what is wrong. Checked my uvs and forgot to separate them. Only overlay after post bake...for future references...