Wednesday, November 30, 2011
Tuesday, November 1, 2011
Hallway Walkthrough for Gaming
Simple Futuristic Hallway
Based off of the Hallway drawings below, done in Maya and ZBrush
UPDATE
Some ZBrush renders of some pieces used in the Hallway.
Futuristic Hallway Walkthrough for 3D Gaming from Gabe Munn Magill on Vimeo.
Based off of the Hallway drawings below, done in Maya and ZBrush
UPDATE
Some ZBrush renders of some pieces used in the Hallway.
Wednesday, September 14, 2011
Some stuff I'm workin' on
Basic Colour Pass
Lit Colour Pass with no Line Work
Lit Colour Pass with full Line Work
Aaaaand Lit Colour Pass with Line Work set to half opacity
Went back in a re-did that old hallway. Digital like this time round. More to come.
I did a few different passes, I'm still not sure which one I like the most. When these are done, I'll post a final process in my concept art blog
UPDATE: Look down
I threw in some sexy ladies, some nerds and a dude in a space suit.
Without linework
With linework
With linework set to 50%.
I think I prefer it with linework set lower. It looks too muddy/unfocused without any but too sharp and grainy with it all the way to 100%
Lit Colour Pass with no Line Work
Lit Colour Pass with full Line Work
Aaaaand Lit Colour Pass with Line Work set to half opacity
Went back in a re-did that old hallway. Digital like this time round. More to come.
I did a few different passes, I'm still not sure which one I like the most. When these are done, I'll post a final process in my concept art blog
UPDATE: Look down
I threw in some sexy ladies, some nerds and a dude in a space suit.
Without linework
With linework
With linework set to 50%.
I think I prefer it with linework set lower. It looks too muddy/unfocused without any but too sharp and grainy with it all the way to 100%
Wednesday, September 7, 2011
New Blog
Friday, April 29, 2011
Zombie Hospital!
Monday, March 7, 2011
ZBrush Renders of Alien Trooper
Saturday, March 5, 2011
More Alien Renders with Sub-Surface Scattering
Tuesday, March 1, 2011
Alien Trooper Renders
Where the past few weeks have gone
Both images were rendered with Mental Ray in Maya, and have normal maps applied. All of the high-res work was done in ZBrush (colour maps included) but I'm having some difficulty getting the level of detail in the normal maps to come through in Maya. Aside from that, the rigging is more or less complete, with IK Dynamic Hairs for the majority of the tentacles, IK/FK switching for all, as well as all 6 limbs (4 arms, 2 legs), blendshapes, muscle deformers (using clusters) etc. I will have to get a few playblasts of all of that online soon as well as a quick bit of animation. Gotta run...
Both images were rendered with Mental Ray in Maya, and have normal maps applied. All of the high-res work was done in ZBrush (colour maps included) but I'm having some difficulty getting the level of detail in the normal maps to come through in Maya. Aside from that, the rigging is more or less complete, with IK Dynamic Hairs for the majority of the tentacles, IK/FK switching for all, as well as all 6 limbs (4 arms, 2 legs), blendshapes, muscle deformers (using clusters) etc. I will have to get a few playblasts of all of that online soon as well as a quick bit of animation. Gotta run...
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