Showing posts with label Character. Show all posts
Showing posts with label Character. Show all posts

Current Projects

Blade








Sculpted in Zbrush, textured in Photoshop, substance designer, substance painter, xgen for the hair, and rendered with Maya Arnold.

The skin pores are part of an algorithmic material I've been making in designer.

I need to rig and pose the model still.



Pool Shark

What happens when you put a 16 foot Great White Shark in a 16x32 swimming pool?  we'll see.



Modeled in Zbrush 4r6, textured and rendered in Lightwave 11.6, compositing done in After Effects.

Admiral Adama

This is a bust I've done of James Edward Olmos as Admiral Adama for my portfolio and to learn Lightwave (this was my first project using that package).

I had an older used Zbrush for the creation and modeling of the base mesh, and then rendered in Lightwave 11.6 using fiberFX for the hair.  Post processing was done in After Effects.




Rift Concept Creature

I did this project for fun, it was based off concept work for the game rift (rift concept).

I sculpted the assets in Zbrush and used Maya to render, and finished the image in After Effects.






Player Heads

Over the 10 years that I had worked in character art department I had worked on many many player heads, that ranged from 5 day star heads to 1/2 day generic heads. The type of head work also varied; like modeling and texturing the heads and hair from scratch, improving the heads to obtain a better player likeness, updating hair styles/facial hair, or finishing outsourced assets to resolve any outstanding issues on the head.



The NBA Live Cheerleaders heads I had modeled and textured the complete heads using reference from real NBA cheerleaders that had come up to the studio from Seattle.  The poly count budget was about a quarter of what it was for the regular players, so they were quite low poly.  The hair styles I created from a variety of other sources (please forgive the alpha sorting issues in the hair, this does not occur in game :)).


For this player head Maurice Williams, I had to remodel the entire head for likeness and clean up the texture.


Jr. Smith required some major modeling reworks and some texture cleaning.


Lebron James required, some likeness tuning, texture updates and clean up.

NBA Live 10 Tattoos

During the production of NBA Live 10, one my my responsibilities was reviewing, finishing and integrating tattoos into the game. I changed the way on how the tattoo art is created which resulted in less distortion and more complex tattoos.

NBA Live 10 Tracksuit


The NBA Tracksuit was character body that I had modeled from scratch. I did the complete mesh creation, modeling, UV layout, and the diffuse/specular/ambient occlusion/normal maps. The tracksuit was tailored to allow a mix and match with the players shorts and jersey.

The tracksuit model is used in Non Interactive Sequences (NIS) during breaks in game play and for players on the bench. Bellow is a sample of how the characters appeared on the bench.