About the artist

My entire life I have had two great passions: Video Games and Art. My goal is to meld both of these passions into a career. I use Maya, Mudbox, Photoshop, Gimp and Crazybump. I learn best from experience and getting feedback/constructive criticism from my peers. That's why I am able to use these tools and make these works of art without any formal training. When I was a teenager I discovered the Warhammer 40,000 tabletop game and I was hooked. I liked reading about the fictional races and strategies, but most of all I loved painting the miniatures. It helped me learn a great deal about color theory, highlighting, shading and sculpting. While I no longer have time to paint miniatures, I feel that it helps me today with my 3d modeling and painting. I have a great eye for proportion and detail. I am happiest when I am close to my art, working on intricate details, blasting heavy metal music through my head-phones. I also thoroughly enjoy playing guitar, volleyball with my brother, video games with my friends, watching movies with my wife, and playing disc golf with my father.

Friday, March 18, 2011

Eldar Guardian - UT40k (Unreal Engine 3)

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Unreal Tournament 3 came out and the UT40k team had to start upgrading old art assets to make use of new technology. I was excited as it gave me a chance to learn new skills and tools. I dusted off the old Eldar Guardian model and got to work. I cleaned up the topology and added details that we couldn't afford before.

This is the first model I made that uses Normal Maps , Specular Maps and Glow Maps. It's also the first time I used Mudbox for high poly sculpting on the Guardian's head. I think it came out "ok" but there's room for improvement. My biggest mistake was starting the sculpt from Mudbox's default head model. It's a fine model in it's own right, but it didn't have the details where I needed them and I had to subdivide too much. Since then I've done some extensive studying on facial topology and I plan to come back and redo this one some day.

The low poly model was created in Maya. High poly sculpt was done with Mudbox. Textures were painted in Photoshop. Fine normal details were added with CrazyBump. It has 7520 triangles (7966 without helmet) and uses two 2048x2048 materials composed of Diffuse, Normal, Specular and Glow maps.

Based on Games Workshop's plastic model.

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