Hello Everyone:poly142:
I start learning Maya and Zbrush recently, and my dream job is working as modeler or texture artist in video game industry. As everyone else, I present my work here and welcome any comments and suggestions. Great thanks to you all!
This sketch book will update as quick as I could. As I am in the middle of completing my portfolio, I will present as many work in process/ finished assets as I could.
Again I am always here with willing to learn from your guys, so any comments/ critiques are welcome!
Here are my basic tools :
Maya for low-poly modeling
Zbrush for detail sculpting (I am a regular GoZ user XD)
Crazy bump sometimes save my time from baking patterns
Unity is the engine I am going to present my environment or assets.
Well, The first post I am going to present is inspired by my favorite online game World of warcraft.
I made the Rune blade based on this concept art which I found from blizzard game website.
The concept of this weapon is simple, be demonic, infecting, a mysterious frozen power is hidden inside the weapon. the shape may be changed because it is poisoned by the dark power.
Replies
Here is my latest project, This will be a internal scene of an abandoned loft. I planed make a creepy looking scene. so this picture I found online will act as basic reference. those texture work will based on real photos but may hand painting for stains, dirts.
I finished the basic mesh in Maya and then using Zbrush to refine the edges/ shapes.
Some of my normal map has baked from Zbrush but I will do more baking from Crazy bump for ornaments.
The texture are tend to be photo realistic so most of them comes from photo resource. I planed finish them around next Monday.
I tested the final render with Unity. I had also adjusted few lighting.
The dust-looking loft is almost finished after the lighting adjustment.
Hello Onionhead
Thanks for your comments, about the texture, do you mean the lantern or the flowers or maybe both?
For the lantern, yes I agree with you that probably I will redo my texture in order to have higher res.
For the flowers, I use alpha channel for transparency map to lower the polycount for my flower, maybe the shader plays wrong role for this case. I paint the texture on my own but am I use too much blur to decrease the texture quality.
It will be great if you could explain more. thank you
I had adjust the texture of flowers, also the lantern, fill bit dark for the lantern, still work on it. :poly118:
I had found my ideal job in final and here is the link of my current work.
I would like to thanks for all of the help I've gain on polycount. and Wish I show something far more interesting in short.