Archive for the ‘ // 3D Modeling ’ Category

//Concrete Pillar//ZBrush Sculpt

///Porsche//908-3/Progress

The Porsche 908/3, a pure bread race car introduced in 1968 to continue the Porsche 906/Porsche 907/Porsche 910 series of models designed under Ferdinand Piech. It’s always been one of my favorites and I’ve finally been able to give this model the precision and time it deserves. I’ve gathered an extensive reference collection to ensure my model is as accurate as possible inside and out. Fun Fact: Steve McQueen piloted a 908/2  at the 1970 12 hours of Sebring and placed second overall.

///Odonata//WIP Progress/

If you haven’t heard of Concept Ships I advise you to check this blog out immediately! There’s enough concept art in there to inspire anyone to start a new side project. Once I saw this vehicle design by Leading Light I fell in love.

What I love about this concept, it looks as if it could actually work! My brain goes to town when I’m around great designs like these. I was instantly sketching out plans and figuring out how it would really go together from the chassis, jet engine, to transmission. My future plans with this model are to show a war torn version giving you a better look at the internals. I cant wait to paint this thing and finish its materials!

Here you’ll find work in progress test renders that I’ve taken along the way. You’ll notice that the model changes quite a bit shot to shot. Please note that these materials are for sake of testing as I have yet to paint final texture maps. It can really use some grunge/wear and tear.

///Wall Brace//for Nmap/

I’m always working on models that hold some type of practical application. To say the least I needed a break from reality so I decided to make something completely ridiculous. This overcomplicated wall brace made for an enjoyable single evening speed modeling project.

///Robot//Head/WIP

One evenings work on a piece sketched by Ian Hill.

Concept pencil sketch by Ian Hill

///CT44//Locar Transport/

Junji Okubo, another inspirational artist that I’ve been following over the years. This robotic transport is from his latest book titled Industrial Divinities. It’s full of realistic/functional concepts that would be found in the industrial workforce.

These two shots gave me plenty of concept to work from, here’s what I ended up with.

Oh how I dream of a render farm at home, bare with me on this low res render. I hope to kick this out in 720 here soon.

///Chubu//01/

Meet Chubu, a multipurpose helper bot designed by Kazushi Kobayashi. Chubu 01 is a robot from an alternate 1957 where robots are the primary mode of transportation. I fell in love with the concept model and decided to make a game friendly mesh as a practice piece. Still have a ways to go but here’s my current progress.

///Gianni’s Ice Cream//Trike/


Randomly I find myself in the Patent and Invention database. You’re bound to find the oddest of the odd and in the end some really sweet submissions. I found this trike back in college and decided it would be a quick and enjoyable project. Concept Invention by Max W. Kistler.

Americas Army 3.0 (Liftaru Forklift)


This thing has been around the warehouse a few times, I call it the Liftaru. Due to tight texture budgets for this scene my materials have been highly scaled down in the ‘in-game’ screen shots.

Please Note: I was only responsible for the forklift asset in these following shots.

///Americas Army 3.0//(GAB Miller vehicle)


Master Vehicle Shader Material developed by Matt Waggle. Model and texture maps created by myself. Real-time UE3 screen shots.

Please Note: The vehicle shown above is the only asset/material I was responsible for in the following screen shots.

Americas Army 3.0 (Electrical, AC, Plumbing)


Here are a bunch of building props that were scattered around in various AA3 maps. Most of which utilized low textures. The AC units themselves had rotating alphas to mimic the fan moving inside. Real-time UE3 Capture.

Please Note: The following screen shots shown below are displaying my environment art assets in game.  Everything else is not my work.

Americas Army 3.0 (Doors)

I was responsible for 90% of door creation in Americas Army 3, All of which had swappable elements such as the door handle/knobs, frames, and door skins. Swapping 1024×512 diffuse, spec, and normal maps. Real-time UE3 screen shots.

Please Note: The screen shots below are only showing my assets (shown above) in-game. Everything else found in theses shots is not my work.

Americas Army 3.0 (Tube Television)

Tube TV: 512×256 diffuse, spec, normal, and cube map. Real-time UE3 capture.

Please Note: The following screen shots are to display my above asset in game. Everything else in these shots is not my work.

Americas Army 3.0 (Fire Escape)

This residential building Fire Escape asset was designed to be modular so it holds many different chunks which all snapped to the unreal 3 grid allowing the level designers to build any iteration they wished. 512×512, tiling rust, alpha work for the balusters. Real-time UE3 capture.

Please Note: The following screen shots are here to display my modular fire escape assets in game. Everything else found in these shots is not mine.

Americas Army 3.0 (Barriers)


2 types of road barriers: Sand filled Hescos and Concrete road barriers. 512×512 Diffuse, Spec, Normal. 32×32 detail diffuse. Real-time screen shots .

Please Note: Only the barriers shown in these in-game shots are my work.

Americas Army 3.0 (Soda Fountain)

Soda Fountain: 512×512 Diffuse, Specular. In engine my material was setup in a way that the internal bar light would flicker on and off. Real-time UE3 capture.

 

Americas Army 3.0 (Random Assets!)


An assortment of my environment props for AA3. Real-time UE3 captures.

Random Asset List: Water tower, planter, tv rooftop antennas, toilet, street light, ammo armory, old wheel chair, wooden wire spool, cash register, tree stump, Concrete pipes, Sandbags,  Herman Miller Aeron office chair, cafe awning.

Please Note: Only the listed assets found above are my work in the following screen shots.

Americas Army 3.0 (Pelican Gun Case)

 

Pelican Weapon case: 512×512, diffuse, spec, normal.

Real-time UE3 screen shot.

Weapon asset found in case belongs to: Rachael Knight