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Showing posts from 2016

Another one of those posts.

Thought I should Re-rendered the character guy. Experimenting with Zbrush's rendering and I am loving it.


Hi-poly model asset made in Maya and rendered in Zbrush for a project. Its use was to be a tiling texture that was to be baked onto a plane and used as a coffered ceiling or really anything that the scene would allow.  These sculpted assets are for an environment I worked on called The Cafe based off of Lynn Chen concept piece. Check out her artsation, it's filled with goodies. I explored her concept because I liked her style but wanted to do a little bit more exploring and style mashing.

Will be posting more images as the clock ticks. Thanks for looking.

Bathroom Arch Viz Process Work

Here is a project that I was working on exploring lighting and texturing in UE4. I've meant to put up some process work, so here is a slight breakdown of how I got here. Tools used: UE4, Zbrush, Maya, Quixel Suite, Xnormal, Photoshop.

Final Images:


Final Images render in UE4. This was a great learning experience that really pushed me out of my comfort zone in terms of attempting to achieve the real.  Arch Viz is pretty darn fun. 
Reference for art direction, some light, and feel of space: Reference for light Paint Over Process:
Early modeling figuring out space:


UE4 Experimentation of shapes, color, and light in space:






Was trying to figure out how the composition w