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mardi 25 mars 2014

WIP_toad_like_mutant

Texture and material tests for the game I mentioned on the previous post.
I allowed myself to make a dense lowpoly wireframe (9968 quads) since the renders will be made in 3ds max. I think I'll make a lighter lowpoly version just to show I can do more optimized works for real-time renders.





No normal maps in the render below. The normal map was nearly invisible with no specular and this kind of shadows

mardi 11 mars 2014

Cell-Shading-Style Tests

A quick 3d modeling I made with zbrush, to try out different cell shading like renders in 3ds max, for a new project with friends. I usually prefer to import assets into unity, udk or even marmoset for real-time renders. But this time we want to fake a 2d render as we could see in some old beat them all games. The idea is to make 2d renders in 3ds to import them into unity.
I will have made more thorough model and diffuse map by tomorrow night.







lundi 20 janvier 2014

Face Studies - zbrush

3D furnitures - But

Some 3D models I made for BUT, a french store. I don't post them all cause there are too many furnitures! But it still gives an overview of the mission. The goal was to make a real-time viewer for customers to see what they are going to buy.
The client didn't want any normal maps or specular maps, so I mostly relied on ambiant occlusion maps and I painted lights directly on the diffuse map when necessary. I used a cube map to fake reflections.
There were neither real-time shadows nor specular in the final scene, so the only shadows you see on the pictures below are ambiant occlusion maps added in the diffuse map or on a plane to fake the ground.