Monday, August 24, 2015


 Made it out to Rattlesnake Ridge this weekend for some sight seeing and reference gathering :)



With some fresh reference in my head and plenty of images to pull from I jumped into making a couple of rocks. The idea for these rocks was to ensure each side was unique, and could be used multiple times to populate a scene quickly.


Micro detail was avoided at this stage and a focus on silhouette and shape became the goal for this exercise.

These rocks were duped off and decimated down to bring into Maya in prep for baking normals.Once complete, I was able to populate the scene I am working on rather quickly.

And with that, these are the initial compositions that I landed on.



One of my all time favorite games is Skyrim. Which is where most of the inspiration for this scene comes from. The good people over at Bethesda have player immersion down to a science and with Fallout 4 out for release soon I am hoping they will return to the Elder Scrolls series for their next project.  

Having a lot of fun with this project and looking forward to showing more updates as they come in.


Monday, August 17, 2015

Wednesday, July 22, 2015

Trim Sheet Exercise - Week 1 -

I am in the process of relearning 3DSMax, thanks to the help of some good friends the ramp up time has been minimal. 

Trim sheets will be my focus over the next few weeks



Monday, July 6, 2015

Another weekend, another exercise :)

Looking to find a better understanding of the foundations in design, this time around it is in shape breakup, visual flow, and line weight.

Spent a few hours blocking out and moving the main shapes around to find a favorable breakup of elements, with a hint to secondary details. More to come




Monday, June 29, 2015

Terrain Workflow Exercises // Unreal 4 //

With the weekend coming to a close I wanted to post the results of the Terrain Exercise I have been working on.

Unreal 4 Captures

 





Terrain material setup in Unreal

-Setting up the Terrain PBR Material was my favorite part of the process. It took several hours of tweaking and revisiting maps in Photoshop to hone in the desired look.


-The only problem I ran into was with the Roughness map. Unreal 4 requires you to invert the red channel of your control map by utilizing a 1-x node within the material editor.

-I also recently learned that Substance Designer has a plugin for Unreal which allows you to update your catalog of texture maps in real time, assuming it works without issue you could really reduce the time spent on adjusting textures.


 3rd Person Camera for scale-


Aerial shot 


Wrap Up


1. Zbrush or Mudbox // Create rough displacement maps to be utilized in World Machine
2. World Machine // Node based authoring to generate various maps |height|normal|flow|splat|
3. Photoshop // Authoring, Organizing, and Finalizing .tga files for engine.
4. Unreal 4 // Import height map for terrain tool, import texture maps, and create/author terrain PBR material.




Tuesday, June 23, 2015

Terrain Workflow Exercises // World Machine // Mudbox

Nothing spectacular at this point, generating some terrains out of World Machine and spitting out some displacements for use within Mudbox. Next will be getting these maps into Unreal 4

Terrain 01


Terrain 02



Vector Displacement Map usage in Mudbox

 

 



Monday, June 15, 2015


During production of Halo 4 I had the honor of working with some amazing concept artists.  This door was Designed by Josh Kao, who is still rocking it here at 343.


Out of all the assets I modeled for Halo 4 this one was by far the most fun. The high poly never received a proper render in production as the schedule had all of us moving right along.



I'm looking forward to showing the work I have completed on Halo 5. But until then, here is a proper render this asset deserves. 






Wednesday, June 10, 2015

Thursday, June 4, 2015

Overdue for some new exercises so here is a speed sculpt from this evening.



Tuesday, April 14, 2015


 This scene has evolved many times over and it feels like things are finally coming together.



Its time to show some love to the focal point. I tied my hand at some paint over work to help resolve the design of the door, I want the door to feel utilitarian while very much grounded in a sci fi genre.




Breaking up the hard surface work, I dived into zbrush this past week. Head busts are always fun as they allow for quick exercises in anatomy. // Here are the results





Monday, April 6, 2015

Latest WIP // Finally coming together



 Trying my hand at more paint over work to help resolve some of the undefined shapes


Thursday, March 26, 2015

Environment WIP

This is the latest environment I have been focusing on. This has gone through many iterations, so many that I got fed up with it at one point, left it alone for a few months, and now revisiting. 





Tuesday, March 3, 2015

Unreal 4


Unreal 4  Materials // Snow


Setting up materials for a project I am currently working on in Unreal.


Getting light to react to snow in Unreal is tricky. The secret however is utilizing a "bumpoffset" node in conjunction with your texture's normal map.