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408 w 15st New York New York

Made a context building today for a project I am working on at work. Here is a quick render.I used google earth and google street view for the dimensions.


Awesome Pillow

The credenza is cool, the rug is rad, but the pillow is AWESOME!





















oh yeah, these are some props I made at work... 3DS Max and V-ray

V-ray Material Study

Practicing for my new gig, which is at a V-ray based studio.

This is lime. Why did I make lime? Good question! Cinco de Mayo was yesterday and one of these was still sitting on my desk as a castaway from the Michalada and Guacamole party.


Grass and Flowers - VRAY

Followed Peter Guthrie's tutorial and came up with this over lunch
here is the tutorial http://vray.info/tutorials/grass/


Champagne

3ds Max, Zbrush, Maxwell Render

Free Texture Slate Checkered

I made this in substance designer. It is better than my last one! Maps are 4096x4096 and free to use.






FREE (bad) TEXTURES

I downloaded the trial of substance designer and really got a kick out of it. I think I am going to learn more.... I only played with it for 45 minutes, but I made some procedural shitty blue tiles.

free maps i guess... at least they tile

if you open in a new tab they should be 4096 x 4096



















PengoBot!


Zbrush Robot WIP

woot!

update: I may revisit this in the future, but then again maybe not...




Finished High Poly Backpack - Zbrush

Next Step: Bake it down and render it in Maxwell with some nice textures



















Zbrush things from today

An anvil for a suncast add


























A backpack that I am working on during lunch
























Update


Ionic Column Capital Zbrush

I guess I should make the whole thing, but the capital is really the only hard part.





























Update... baked it out and threw a simple material on it in UE4




Baking the Lion

I made this in Zbrush and baked it in Max. I created the low poly mesh from the high poly using Zremesher, which worked great. The render is in Maxwell, and there is no texture applied, just the normal. Maxwell doesn't always play nice with normals, but it seems that the normals made in 3ds Max work a lot better than ones made in Xnormal.




and here is the low poly wireframe




Polycount Throne Room WIP

I'm working on this for a Polycount contest. This is just a screen grab from 3DS Max.
I need to add some more wires and then some supports for the pipes. After that I have to make the environment, which  I don't really have any ideas for yet.


Rocks!

30 minutes in zbrush and then imported into UE4. It is just one moved around and shit.


Hand Painted Stone Texture

100% hand made by yours truly in Zbrush
Freebie. Click on the image to get the full size versions.







Props!

A bunch of props I have made over the last year or two....


Gas Pump WIP

Worked on this for 2 lunch breaks... I need to make the textures next lunch break and dial in the materials.


Sundial

3DS Max, Maxwell

Here is my render



















Here is the reference image

Quest For Glory Fan Art

Quest for Glory 3 was my favorite game as a kid. Lately there have been a lot of remakes of old adventure games, but developers seem to think that converting EGA graphics to VGA graphics is an appropriate remake. I think these games should be made to look as beautiful as possible by today's standards.

With that in mind, I am going to attempt to remake all the Tarna environments from QFG3  in 3D using modern rendering techniques and HD resolution. Here is my initial block out of Tarna, which took about 3 hours.

Still a LONG LONG way from finished, but it is a start.


Update



And here is the reference image from the game...