Thursday, April 30, 2020
Update 4 for the Researcher BFR Magnum (Design Mod and Re-texture)
Update 4 for the Researcher BFR Magnum Prop design. I took a step back this time around to re-examine all angles of the gun and made some changes to the over all model while fine tuning the detail of the texture. Here is the most recent update.
Monday, March 2, 2020
Gun Bullet Design
Here is the texture design for the BFR bullets to add to the small scene. These were modeled and unwrapped in Maya with 480 triangles per bullet while all texturing is generated in Substance painter at 512 resolution.
Gun Holster Work in progress
Apologies in advance that my posts for updates are not daily. Rest assured I am still working on stuff ha ha. Anyway, here is another prop update of what I have been currently working on. In addition to adding details for the Researcher BFR Magnum I have decided build and texture additional assets to set up a nice small scene for the gun. Here is a modeled and textured asset of the leather holster for the BRF Magnum. This asset was created and unwrapped in Maya with 1,186 triangles while all texture detail is generated in Substance painter. The textures for this asset were created in detail 1024 resolution.
Monday, February 10, 2020
Update 3 for the Researcher BFR Magnum.
Yes I know it has been a little bit since my last post. However, rest assured time spent not posting was time spent on getting solid critiques and making changes to the guns texture progress which is what I will be discussing today. A buddy of mine who is working in 3D professional point out some great feedback to add more color variation and metal edge-work detail around the surface of the gun. In addition to this add shape to the trigger handle to provide a stronger silhouette. Here are a few screenshots of where the gun currently stands. Based on my recent feedback I am going to call this part of the gun done. I am highly considering maybe adding some bullets with a holster to make it into a scene for extra flare. We will see.
Thursday, January 23, 2020
Texture Update 2 for the Researcher BFR.
Here is another texture update after getting some feedback from my last update. With this change I worm adding more subtilety to the texture especially the mussle and letter areas of the gun. In addition to this, I added elment of dark color to simulate random areas of oil to simulate the gun being used over. This was assist in adding more roughness to the metal while breaking some of the continuity of specular surface detail around the gun. The lens this time around also has worn reflective detail on the scope. Still plugging away and hopefully I will call this done soon. 😁
Texture Update for the Researcher BFR Magnum.
Here's my text to update for the Researcher BFR magnum. I made some changes to the handle switching it from a leather to wood texture. I also made an attempt to add a metal decal to the barrel of the gun. I feel its almost done but I wanted to get a second opinion before finishing a submitting to my Art Station page.
Wednesday, January 1, 2020
Texturing the BFR Researcher Revolver with Substance Painter (Practice Run)
Algorithmic has outdone themselves with this amazing software as I keep becoming more amazed with what I can do with creating and applying textures. To start learning the ins and outs of the software, I have been using some of old un-textured assets that could use a bit of a cosmetic touch-up. Here is my current progress of the Researcher BFR Magnum. The based model was built and UV unwrapped in Maya. Right now I am still working out additional final details of how I want the finished model to look in the end.
Friday, October 12, 2018
Happy Pre-Halloween
Happy Pre-Halloween with a new concept asset sculpt made in Medium. This one at first was created as a test asset using stock ref meshes that when turned to clay as a base then re-imagined with heavy detailed modifications into this original composition. This is also my first public post on the Oculus Medium artist Web page. So far its got some positive reception. Take a took!
3D in VR with Oculus Medium
Last August I managed to land a contract job as a QA Tester within Facebook Oculus with the Medium Sculpting team. I have to say it was a dream come true to at work within the organization in which I want to eventually grow as a artist working in games and experiences for VR. Even though I work as a test on the team, I also take to use the app as a end user creating my own sculpting concepts that I do for fun but also use for testing bug issues. To be honest being here is very intimidating to put myself out there with my work but here are some sample of I have produced in Medium Thus far.
This is one few scenes I have composed over time with Medium. It started out as just a tree asset but wanted to play with the idea build more spaces in 3d using Medium. The app still has a long way to go with optimization for games but I know with enough care to the product it will get there. :D
To be honest working here is a bit intimidating but as I get older and dealing with loss in my life. I really dont have much to lose if I go out trying again to put my work out there. For the longest time I have let my ego get the best of me when being afraid to show my work especially after being critiqued in a non constructive way that left me no room for hope in growth. I am slowly learning to push pass this by taking some action to make changes in my life to face my fear. God help me! I am here at the comapny why not act and show who you are regardless who may think of you. Sure its easier said then done but it can be done. Okay END RANT!!!! More to come :D
Sunday, May 21, 2017
Recent assets models created for a potential game project.
Here is a few world asset models I created for a potential Space themed game project that was eventually put on hold during production. This was another attempt at volunteering my time to increase my skill sets in 3D modeling for games. Zbrush and Maya were the main tools used for creating these assets.
World assets for Rocks.
Portable Space Generator Specs
Monday, April 24, 2017
Volunteered 3D Content for a VR game.
Here are some snapshots of some of the volunteer work I have created for a VR title during my time working as a QA tester for Big Fish Games. This is for a VR game called Moonshot Galaxy created by the companies VR division Liftoff Labs. This is the first time I have had 3D content created for a released game.
The base models for each level were created in Maya by me while final touch ups were added in Unity by the art team from the Liftoff Labs. All of this work was voluntary as a means of gaining some experience and feedback working with the team. I really enjoyed working with these guys and would love to work with them again. :)
The first two shot are from the first level I created for the first Expansion of the game when it was titled Galaxy Golf. The idea for this level was to have the ball travel pass obstacles that appears inside a gaping hole of one huge planet. The theme for the entire course was fire and ice.
This boss level was created for the PS4 expansion of the game with the new title name Moonshot Galaxy. I assisted in creating assets for this level. However, the main focus on my contributed work was creating the main boss for their Tiki course Magamator. I only took part in creating the base modeling for this asset while final model tweaks, effects and texturing were done by the developers at Liftoff Labs.
Base Mesh Specifications for Magamator Boss assets and his Crater
Monday, March 9, 2015
Redesign of Snake Fountain
Current work in progress redesign of a snake fountain design I am building for a potential scene. Added green lighting for slight environment effect. The major change over all is the huge snake man as the center piece. I think it loos a lot better compared to the last design. All parts are a composite of both diffuse and normal maps. still adding more for final touches.
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