Hello all,
I got the permission to showcase some of the work i have done in the past year : mostly game characters , professional work, done under fixed timeframes so in some cases if they were personal projects i would have spent a little more time on some aspects ( sculpting , texturing... etc )
The workflow used is pretty much the same :
-concept received from the client or i come up with a concept based on the client specifications
-high poly modeling (zbrush)
-retopo (topogun)
-baking ( normal,occlusion and other passes if needed ) (turtle for maya)
-texturing (zbrush/photoshop)
Usually the textures have diffuse, normal and specular ,sometimes reflectivity;as for the poly budget the low usually comes around 5-10k triangles,for high poly something like 5-10 mil polies are more than enough.
I can't think of other details right now ... so here are some images:
Turntable mov
http://paultosca.com/glad/GladMayaHWnoShadows.mov
Replies
Turntable movie
http://paultosca.com/raya/Raya.mov
Turnable mov
http://paultosca.com/muro/Muro_360_mayaHW.mov
Turntable movies
http://paultosca.com/alienwalker/alien_walker.mov
http://paultosca.com/alienwalker/alien_walker_kneel.mov
Turntable movies
http://paultosca.com/hulk/hulk.mov
http://paultosca.com/hulk/syker.mov
Turntable movie
http://paultosca.com/terror/terror.mov
Turntable movies
http://paultosca.com/dtmedia/kwm_dingo_2.mov
http://paultosca.com/dtmedia/mil_mi-28.mov
http://paultosca.com/dtmedia/35_mm_twin_cannon_gdf-005.mov
http://paultosca.com/dtmedia/terrier_vehicle.mov
For more images ,larger ones or full versions of the textures of the models please visit www.paultosca.com.
C&C welcomed,
Paul
Nice to see your flats too, I always like to see the UV layout hehe
and...
HOLY SHIT that's some awesome stuff!
I wish my wardrobe had more nuts and bolts
Looks like she is ready to go into battle like any male warrior while still looking like a female.
Really great work man!
My main critique is that your textures often look quite dodge/burny - the shadows hit black too early, and highlights go to white instead of more saturated colours... as a result you get a consistent style but I think it could look better if you used more colour and subtle hue shifts instead of having a base colour and shading to black and white (which is what it looks like now).
Your ZBrush stuff is nice and chunky though, and the designs are cool.
JasonLavoie: I'm pretty sure that's a result of using Maya's 3D Paint Tool, maybe he blocks in/sketches stuff this way?
Regarding the vehicles i wish i had more time to work on them ( more dirt.scratches ... etc ) but were done for military sim and under small timeframes ( usually around 2days work for model and texture-only diffuse ) ... for the renders i made a quick spec and that was all.
many thanks
MoP is right , i use maya 3D paint tool to fix the seams and has an option to extend color over edges ( in case of resize :downsample of the texture this could minimize the artifacts along uv borders)
And thanks for the comments MoP ... they are helpful ... its not the first time i am told about the problems you noticed in shading ... will try to work on that on future textures.