Thursday, April 23, 2015
Sunday, March 15, 2015
Kingsroad look development
Here are some examples of the look development I did for Kingsroad.
Below you can see how the game looked before I started working on it. The game looked good but there were issues with the lighting in particular. The shadows were harsh, the light was somewhat blown out and it was too even. I've learned that you really need to treat light like a physical object. It bounces around and is affected in various ways by the atmosphere. Also, the rocks were too polygonal looking and the foliage needed to look softer and more lush.
Below you can see some of the work I did to help push the overall look in the right direction. We got a much softer look in the foliage, the lighting isn't as harsh and the various rocks are much more convincing and not so polygonal.
And here are some of the props I created to help push the visual bar higher. These were also used as examples for our outsourcing team so they could better understand the overall style and quality we were looking for.
And finally here is a before and after screenshot of one of the many paintovers I did for our environments.
Before:
After:
Thursday, March 12, 2015
Wednesday, March 11, 2015
Some recent KR characters
Some characters I made for Kingsroad. Hand painted diffuse only. Modeling and texturing done in Modo.
Sunday, March 8, 2015
Friday, March 6, 2015
Meshfusion and Substance Painter
Something I made in a few hours. I wanted to experiment with Meshfusion and Substance Painter and see how fast I could make some sort of hard surface object.
Sunday, February 22, 2015
Robotech Assault Pod
Here is the completed Assault Pod model. Modeling in Modo, textures all painted in Substance Painter and shown here inside of the Unreal 4 engine. You can check the post below for WIP screens.
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