3D: Environmental Props
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Abandoned City
This particular scene I worked on by myself within a few weeks. I constructed everything from textures, lighting, models using Maya, Zbrush and Photoshop. Using a combination of photo reference along with hand painting. The final scene was rendered in Maya/Mental Ray...my primary focus was to create a sunset afternoon...
Specs: -Low Poly Models created for next gen, Buildings 2-2048 x 2048: Diffuse, Specular and Normal, Bobcat 1-512 x 512
Software Used: Maya, Zbrush, Photoshop, Headus -
Deaths Door
I was inspired by Terry Pratchetts Fictional world and I decided to re-create my own version of "Deaths Door". All the assets were textured using Zbrush and Photoshop along with Maya. My attempt was to create a mood useing foliage and certain hidden symbols in the texture to make it feel like a magical piece of land hidden deep within the forest.
Specs: Low Poly Models created for next gen, 1-2048 x 2048: Diffuse, Specular and Normal 1-512x512: Diffuse Software Used: Maya, Zbrush, Photoshop -
Fish Town
After finishing the recent game Alice: Madness Returns 2011. I was in inspired to recreate a stylistic version of a Fish Town. So I concepted the piece below and after several iterations of the concept I gray boxed the piece.
Specs: Low Poly Models created for next gen, textures to be determined Software Used: Maya, Zbrush, Photoshop -
Dune Town (pass one)
I was configuring the camera and setup depth of field and added some filters to give a desert feeling.
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Dune Town (pass two)
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Dune Town (final pass)
I was inspired by a science fiction novel named Dune by Frank Herbert. The whole ides of a desert planet intrigued me and the "spice" that replaced money and became the most sought after item in this universe. I started to experiment different angles with the camera once I modeled out my basic layout of this world.
Specs: Low Poly Models created for next gen, textures created in Zbrush Software Used: Maya, Zbrush, Photoshop
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Backbag - used as a flag for Capture the Flag map in Unreal
I collaborated with a designer on a personal project to work on a capture the flag map in Unreal. One of the items requested was to replace the "flag" with a backbag. Inorder to change the dynamic of the typical caputure the flag. I concepted out a few pieces and based on feedback this was my final result. I wanted to give some of the "art style" from the original Fallout game to the textures. Rendered in mental ray.
Specs: 1-1024x1024 -color (ambient occlusion), spec, normal, Handpainted textures Software Used: Maya, Zbrush, Photoshop
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Bobcat 800 Series
I have always loved machinery and how the mechanical parts work. In this piece I wanted to reflect in the textures a worn and abandoned Bobcat.
Specs: Low Poly Models created for next gen., textures to be determined Software Used: Maya, Zbrush, Photoshop
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Props - Newspaper Stand and Street Light
In creating the "Abadoned City" I attempted to create worn and used props. Inorder to add some details of life once there.
Specs: Low Poly Models created for next gen, 2 - 512 x512 - Diffuse (+alpha), spec, normal, ambient occlusion Software Used: Maya, Zbrush, Photoshop
