Wednesday, June 24, 2009

Friday, May 15, 2009

Tim Lincecum realism study for games


So here's a Tim Lincecum head. Modeled in Maya with the finishing touches done in Zbrush 3. I had to export out the 400,000+ polygon head out of Zbrush since it wasn't exporting my normal maps and I had to cast it in Maya.

End result:

2614 Tripolys

I haven't added a specular map yet or established a skin shader network yet.
Hat hasn't been finished yet and is still lacking all detail.

Anyways going to be trying to push this thing to Francisco Cortina quality hopefully.

Wednesday, April 22, 2009

Diablo 3 Barbarian WIP


Trying to get a new Character Portfolio up by being able to showcase different styles. Currently doing a Blizzard Diablo 3 artstyle. This is a work in progress but feel free to comment on what you feel should be done to it to have it fit Diablo 3.

This is an unlit Maya screenshot. Only 2 diffuse maps have been placed on the model so far.

Polygons: 3982 Tris
Maps: 2 512x512 Maps

Other styles to be done in the future:
Realistic
MMO specs

Feel free to comment on any other suggestions in building this character portfolio for games.

Friday, April 17, 2009

Doombot 3D Game Model




Polygon Count: 5584 Tri Polys

This was done for Fantastic Four: Rise of the Silver Surfer for Xbox 360 and PS3.
Using 512x512 maps for the textures.

Model was built to break apart when destroyed.

The art direction for the game was stylized and done to the specifications of the game's concept artist/art director.

Concept by Michael Stribling

Mauler 3D Game Model




This was done for Fantastic Four: Rise of the Silver Surfer for Xbox 360 and PS3.
Using 512x512 maps for the textures.

The art direction for the game was stylized and done to the specifications of the game's concept artist/art director.

I was trying to keep the polycount pretty low while making full use of the normal mapping.

Polygon Count: 2776 Tri Polys

Concept by Michael Stribling

Scientist 3D Game Model




Polygon Count: 2444 Tri Polys

This was done for Fantastic Four: Rise of the Silver Surfer for Xbox 360 and PS3.
Using 512x512 maps for the textures.

The art direction for the game was stylized and done to the specifications of the game's concept artist/art director.

This never made it into the final game since they changed their plans for the level these guys were supposed to be in.

I was trying to keep the polycount pretty low while making full use of the normal mapping.

High poly model and Normal Maps created from Zbrush.

Hoverbot 3D Game Model




This was done for Fantastic Four: Rise of the Silver Surfer for Xbox 360 and PS3.
Using 512x512 maps for the textures.

Model was built to break apart when destroyed.

The art direction for the game was stylized and done to the specifications of the game's concept artist/art director.

Polygon Count: 5968 Tri Polys

Concept by Michael Stribling