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Thursday, October 22, 2009

WIP : Citadel of Deceit (texturing)



This is a work-in-progress snapshot of a texturing project I've been involved with for the Visions of Zosomos (VoZ) game at Forever Interactive.

The Max file (a portion of which is shown untextured in the lower of the two images above) was provided to me and I was given the task of texturing the Citadel complex.

This was very much a ground-up process, necessitating the laying out of UV's, texture research (to match the overall VoZ thematic composition and the Aztec/Mayan temple design) and creation (tileable textures along with dirt and bump maps).

Thursday, October 08, 2009

new gallery

I've collected some examples of my work with Forever Interactive into a small gallery hosted off of my portfolio site.

I've also updated the blog's sidebar links with a reference to this gallery as well.

WIP : Orphanage texture pass



A test render without normal maps showing the evolution of the texturing process for the Orphanage.

Tuesday, October 06, 2009

WIP : texturing (3 of 3) of Orphanage components




untextured vs textured low-poly mesh for the Orphanage stairs

hi-poly sculpts were created in ZBrush.
normal maps and textures were created in 3DS Max.

Note: the progression is untextured mesh, normal map only and all maps applied to mesh

WIP : texturing (2 of 3) of Orphanage components





untextured vs textured low-poly mesh for the Orphanage concrete

hi-poly sculpts were created in ZBrush.
normal maps and textures were created in 3DS Max.

Note: the progression is untextured mesh, normal map only and all maps applied to mesh

WIP : texturing (1 of 3) of Orphanage components



untextured vs textured low-poly mesh for the Orphanage door

hi-poly sculpts were created in ZBrush.
normal maps and textures were created in 3DS Max.

Note: the progression is untextured mesh, normal map only and all maps applied to mesh