Tuesday, August 7, 2018

Ornate Sword

August 7th, 2018

I had to work fast to get this sword looking presentable in only 5 days. I started out with the intent of only using subdivision as a challenge to myself, as I need to get much better at it. However, as I hit the 2nd day in high poly, I realized that boolean tools are there for one reason - saving time.

With that, I cut into the spine of the blade with boolean shapes, then mer

ged and dynameshed other parts together. The hilt is all sculpting, and it's pretty messy at the moment, as I did not have time in this window to go back and resurface for a clean piece. In a production setting though, I think my bakes and textures (which are a WIP) are completely passable for a game, but not nearly up to the standard of a portfolio piece.

This low poly sits at 26k tris, with most of them being in the feathers around the center, and the hilt itself. I'm going to reduce where i can, and try to hit 18k overall.

Concept

High Poly

High Poly


Monday, June 18, 2018

Wednesday, May 16, 2018

Sci-fi Battle Axe

Week 1

Reference, blockout, half of high poly

Week 2


Complete high poly, complete resurfacing, test bakes

Week 3


Complete final bakes, first materials pass.


Week 4


Final materials and renders.


Week 1 Progress

Selected concept

Reference sheet of weapons concepts of similar style

Topology density and complexity reference
https://www.artstation.com/artwork/41D4L


Week 2 Progress




Week 3 Progress

No major progress beyond cleaning up the bakes


Week 4 Progress

Final game-res at 2936 tris







Monday, April 9, 2018

Personal Project Glock 17 Gen 4

Week 1
Gather reference for shape and materials. Find real world dimensions.


Reference Sheet

Week 2
Blockout and half of high poly








Week 3
Full high poly and half of retopo

Week 4
Full retopo and materials. Material variations if time allows.





Monday, April 2, 2018

VR Environment

My VR environment is a futuristic capsule apartment, high above some unknown city. The room is clean, brightly lit, and ready for its new inhabitant. When looking out the window, the player can see traffic in the city skies. WIth this project, I finally understand trim sheets, light maps, and controlling texel density outside the 0 to 1 UV range.