Showing posts with label materials. Show all posts
Showing posts with label materials. Show all posts

Monday, February 3, 2014

Forza 5 - 2013 Raceday Objects Pt. 2 with wires!

A friend asked me about the wireframes on some of the many props I created for the raceday objects on Forza Motorsport 5. I sadly dont have images with wires from any of the levels out of the game engine. Below are renders from the same scene as the previous post (Forza 5 - 2013 Raceday Objects), and then the same render with the wireframes. All of the props had 3-4 LODs (level of detail models). Shown is the highest level of detail or "LOD0" which still had VERY strict triangle budgets. As I mentioned before, each asset had half to a full day to be modeled, UVd, textured, have LODs made, get imported into the engine and hen have materials made. Crazy! I will try and post wires when they are available.




Tuesday, January 28, 2014

Forza 5 - 2013 Raceday Objects

Somewhere in the middle of production on Forza 5, we were tasked with building a bunch of raceday objects. These were basically the props that would be spread around tracks and would only be present in real life on, you guessed it, RACEDAY! they are used across every single track except the Airfield test track. Our producer was out for several weeks so I got to be team leader on this project. I tracked assets, did all the submissions, reviewed other artists works, assigned assets, did scheduling, and created assets myself. The turnaround on these was crazy! We had basically 4-8 hours on each prop! That included modeling, UVing, texturing, building 4 LODs and materials and making it all look "next-gen". We had close to 200 objects to build between 3 of us. OMG, those were some crazy weeks. Luckily, the other two artist working with me (Jeremy Lanum and Mitchell Stankowicz) were incredibly talented and we developed some awesome shortcuts and techniques to rapidly produce the assets. Below is a handfull of the props I made. I created around 60 total including 9 "pitkits". Its crazy how good some of these look considering we had less than a day for each!




Tuesday, January 14, 2014

League of Legends - 2011 Alistar Unchained Skin High-Poly Sculpt and Poly Paint

More League of Legends stuff I made for Riot Games!!!! Almost done with the LOL portion of my portfolio revamp! This is the first skin I made for Riot. And it shows (j/k, this guy is rad!). I was still in school full time, working at Valkyrie 3-4 days a week, working at a bar called The Redwood 2 nights a week and doing my radio show. It was a stressful couple months and I loved every minute of it! I was transitioning from being a student and wrangling my portfolio together to getting paid to make awesome game art, preparing to leave the service industry forever and my radio show was really taking off!
You can see that the Alistar here is VERY different from the one I delivered. When they saw how wicked this one looked, they had me change his  color to blue and modify some proportions to make him more cartoony. This version is my favorite though, as I love the demon look to him. I think this sculpt and polypaint took me around 3-4 days and then another 3 or 4 to get the low, bakes and textures set up and get him into maya where he could have a rig pasted into him. He will always be my favorite!



League of Legends - 2011 Karthus Pentakill Skin High-Poly Sculpt and Poly Paint

This was the second or third skin I made for Riot Games crazy popular game League of Legends  (32 million players a month!). this was sculpted and painted in Zbrush initially. I took this sculpt and polypaint all the way to in-game model using 3D coat for the retopo, and xNormal for the bakes then PS for texturing. I think my turnaround for this dude was 6 days. He has a bunch of chainmail in some of the areas that may look a little bland, but I decided to do those in 2d insteads of 3d to save time. I really enjoyed working on the metalhead version of this character and tried to channel Eddie The Head (Iron Maiden mascot) as much as possible! Heres some cool little BPRs outta Zbrush:

Saturday, January 11, 2014

League of Legends - 2011 Pantheon Skin High-Poly Sculpt and Poly Paint

I think this may have been one of the last characters I created for League of Legends while working at Valkyrie (I did some environment stuff for the updated Twisted Treeline map after this at some point). This character is called Pantheon and has a couple different looks. I sculpted and polypainted a high-poly version of him in zBrush based on some concept art provided by Riot Games. I made a low poly and UVed him in 3dCoat. Then baked out all his maps. Drew Gamble ended up finishing off the texturing and delivering him as I was outta town on a vacation (I think?). Decided to get some nice BPR renders of my high poly work (characters and hero environment assets) from League of Legends! So heres the first one!





Sunday, January 5, 2014

Forza - 2013 Bathurst Screens and promo materials

Hola! I spent a decent part of last year working Turn 10/Microsofts  Xbox One launch title: Forza 5! It was an incredible experience and was completely different than anything else I had ever worked on. I helped build 3 tracks from scratch and then polished and redid art for 2 additional tracks. The big one we did was Bathurst Mt. Panorama in Australia. My boss, Joakim, at Valkyrie flew out there and spent a couple days taking color and object reference photos and overseeing laser scanning stuff. Then, me and a couple guys made one of the best looking tracks in Forza Motorsport history! Our Forza team was maybe 7 dudes at its height (working on 3 tracks simultaneously), but we only really ever had like 3 guys on any given track at any time. So our accomplishment is pretty impressive (horn tooted!). We did every element of art on the track except the crowds, lighting and animation stuff. Also, after we handed the track off, there was additional optimizations handled by Turn 10 and Microsoft. Things i spent a lot of time on: powerlines and poles! Fences! Barriers! All the hotels! Terrain! Houses! Materials and textures! Signage! The pit area! Awesome radio antennae you can hardly see! I also did lots of technical stuff that you dont really see but help make the track really pretty. We all had to implement our stuff directly into the proprietary engine and use custom sets of tools and plug in written by the sweet lil fellas at turn 10 (and a couple tools we developed!). The brand new engine that Turn 10 created is awesome and ended up being really easy to use. Anyway, heres videos and art and radness:









This is a video provided by Turn 10 at the release of Forza Motorsport 5. It shows off a lot of the awesome work I did on Bathurst. Probably better to just watch it on youtube in all its HD glory!