Models

Gargoyle

A gargoyle I’m working on…no concept art to go from….pretty fun to make. Went between 3ds max and Zbrush alot to create base mesh, and put it all together. The wings and tail will be expensive (lo poly) but I already closed the mouth to save ploy’s, and the area its going in should have room for the extra polys. It is a center piece, so it needs to be nice. Alot of the details may not make it into the game, but it doesnt mean I still dont enjoy adding them ;)


crown01

Heres a Crown for our current game. created the base mesh for the dragon heads in max. Used zsketch for the body of the snake. Update includes a visor. I thought alot of the head pieces from this “mayan” era, had warlike influences.


Dagger_a

Created the base mesh in 3ds max, took it into Z to get all the details.


1953 GMC

It was a nice change switching up and being able to do some hard surface organics. Auto’s have to be one of the trickier things I have had to make. Some of the older ones, have some great shapes.Used 3ds max alot on this one. I only made half of it, as I am trying to conserve on texture space. This truck has been used in the jungle alot, for survey’s and such. Fully textured in ZB, then ripped the maps in Xnormal.


Snakehead2

 

Sigh… well my demo copy of keyshot expired. Well not really, my PC died, and its tied to the processor so…back to zbrush renders! :P Heres a snakehead exit/entrance. I cut some of the details into it as the player is getting much closer to this prop.


Xochipilli – God of Flowers

  

More Zbrush goodness. This dude is the mayan god of flowers. Tweaked an in house shader in maya for the gold on the last one…

 

 

 

 


Gravesite_wall relief

  


Chalice

Heres a chalice I did with no concept or direction. Did alot of the base geo and mapping in 3Ds max. I worked on my renders for this one. Setting up 3 lights, and rendered it out with different materials. Saved out the AO, Spec, Cavity and a couple of  separate lighting passes. Had the backlight render separate from the two front lights. This gave me more control when I composited my images in Photoshop. Added a slight layer of grime and scratches with a hi res gold texture with nicks and scratches on it. Also did a little hand work in the tight areas (grunged them up a bit).


Statue Alcove?


bridge

Heres what I ended up doing with the statues. Bases for the rope bridge. This was from concept art, the statues were mainly. Created knots with splines in max, then baked the knot with the rope texture and the normal onto a lo poly cage. Same with the boards with the rope on the end….


Grappling Gun

 

 

 

 

 

Just finishing up this steampunk grappling gun. I took alot of influence from the concept art for the rail gun in Fallout.

Update: Finished painting it in Zbrush, and gave it a nice treatment in Photoshop!

 

 


Gargoyle4

Guess what….ANOTHER GARGOYLE! Also got to say it….loving Keyshot! Heres the Jade shader..


Pillar of Death

This is the lo poly in game version of the pillar. Most of the work was done in Zbrush. I created the inner stone work out of multiple blocks with images on front and back. Makes it easier to be more modular, just rotate a block and you have a different image. I used max’s freeform tools for the lo poly cage, UV’d it in max. Created the Diffuse map in Photoshop, from the AO which that, and the normals were created in xNormal.


My Bloody Valentine


Started as a valentines card for my wife. I Also wanted to delve further into mental ray and the arch and design materials in Max 2009. Started with the base arch and design mats and tweaked to get the results I wanted. The Heart is a SSS Fast mat with diffuse, spec, and bump maps. I created an AO map for the heart in Zbrush. Box modeled the heart, then turbosmooth, and used pelt mapping and relax. Mental Ray and Final Gather for the rendering.Was hoping to maybe open some doors for some medical side jobs….next up INTESTINES! Thanks to my co workers for thier eyes in helping me tweak this piece.


Land Speeder


Heres a personal project that was a little different from all the terrain I do. Another hi poly foray, I find it liberating working without regard to poly restrictions. Just a speeder, with some subconcious influence from jack and daxter/star wars ? Really no reference used, all from my mind.


Mototerminator

 

Another personal work that was done before the movie came out. The motorcycles from the trailer were so cool it inspired me to model one. Reference was slim, so I needed to take some liberties. Getting the shapes on the guns was a challenge, but fun none the less.


Mecca

Mecca is a personal project I built in 3ds max a while back. My first step in hi poly modeling. the details, for the under carriage, and the wheels were the most fun to do.


AR-15

 

A personal project done in 3ds max. Just loved getting all the little details, and just keeping the mesh clean was challenging. Tried to create as few pieces as possible. Updating some renders…


Cathedral

My most detailed yet! This was a personal project that was a blast to do! Really had to watch the poly count, as it got up there. Needed to decimate as I went, keeping in mind what pieces I wanted to add destruction to. Zbrush 4.0′s new shadow box, and matchmaker brush made the steeple easy to do. Great new tools in ZB4. Included, a close up of the steeple. (inspiration from Schuiten)


Boston – Dont Look Back

This was a project done in mostly 3ds Max. I took it into Zbrush to create the skyline, and a couple other pieces. It was a challenge to force the perspective into a 4 inch deep box, and still keep it accurate. The static image doesnt do it justice. Click on the link below for the turntable movie.


Boston Turntable


Buggin


This is one of the first Zbrush projects I did. Props to J. Drust for this awesome tutorial, its what got me hooked!


Desco Diving Helmet

This was a private project to better learn Zbrush, and its hard surface and poly painting tools. 100% Zbrush 3.5. Click the link for the turntable movie.

Desco Helmet