Wednesday, December 4, 2013

Sci Fi Crate

Started this... just for fun.

Did the whole blockout and model in Max, and then took it to Zbrush to add dents and wear to it. Now just to finalize a low poly and some textures. Should be fun.

Let me know what you think.






Wednesday, November 27, 2013

Online Portfolio

http://brau3d.com/

Got my new portfolio up and running now :D any feedback or suggestions are appreciated. Thanks!

Tuesday, November 19, 2013

Flat Rock with Textures

Finally got around to the low poly and textures of this guy. Using a 1024 and the triangle count is around 800. Also... didn't use any photo reference on the actual texture, just color picking some colors and everything else is hand painted and color picked from the bakes.

Making a low poly through topogun really payed off, allowing for a better shape that is consistent with the Sculpt.

Let me know if you guys have any thoughts or feedback.

Thanks!




Wednesday, November 13, 2013

Pet Zombies - 3DS

This one is an older one. First project made on the 3DS, so you'll see some of the age, but i still think it came out looking pretty good for the time being. Now we can do a whole lot better, but at least you get to see some of the work done there.



The Zombies
A series of zombies that went through a lot of revisions and through different art styles. Abdul Brown got the sculpts and low polys of the models, i worked on the texture work for this and material setups. Also all of the environments and props, including lighting and concept work.


Nurture VS Torture
We had this thing where you could nurture or torture your zombie... the more your tortured him the dirtier, flies hover around him and the lights and mood would change dynamically. I intended to get a video, but it was too long. Maybe i'll capture one and speed it up. But this are the two opposites screen grabs, and you can see the environment at its regular stage next.



Environment Work
These had a lot of revisions as well. At first we had an oval shaped room, then it was a rectangle. The trick here was to make them look like dioramas. I think some them don't look as fake, but they have a nice mood about them, and the amount of detail we added, even tho everything was low res was a lot.
There were a few more environments i concepted out, but i didn't do the 3d work for those. 


The main menu and the shop.
We had tons of small props. Maybe i'll just compile a big img with all of the ones in the game. But we also had furniture and decorations you could set around your environment. 





Frozen: Olaf's Quest 3DS and DS

Game just came out yesterday, so i'll just add some official screen grabs for now to show some of the work done. Soon enough i'll update the post with breakdowns and work done in this title.

As usual, I was in charge of environment work and lighting and texture painting for both envs and characters. Tho the characters didn't really need much attention. Just setting up materials so they show up properly.

This project was pretty crazy, as we had to put together art for 60 levels across 4 themes, the characters and customization for Olaf in like a month. Some nice painted textures in there and variation even tho we had very very limited time. Let me know what you guys think.

More to come soon.


Summer and Winter Props

Samples
Most of these are just screen grabs of a few levels in Max without any lighting, particles, or animations. So they feel really static. We did a lot with the few props and lighting, as well as the design format to make each of the levels look different. You get a sense of it being familiar since its always in the same style. But i feel there was variety in how it was executed.





Real Time
You can see some of the levels in real time, with animations, and some effects to add some atmosphere. As well as lighting. Working with white, on characters that are white is not very pleasant. But i think the end result came out quite nice.


Tuesday, November 12, 2013

Ben 10 Omniverse 2 3DS

I'll be updating this as i get more work setup to showcase.

Environment work was all me tho, from lighting to textures to design and execution. We really tried to push for a more vibrant look that would show more dynamic lighting and atmosphere.













For this game i did this little guy as far as character work goes. The rest of the character work was mostly texture painting and shader setup in game. Abdul Brown was our character artist,so check his work out. All i did was paint textures on the characters. Except for this guy.

 Patrol Drone
128x128 Diffuse Texture

Early mockups and art pass on design and blockout tiles. Also a good idea on how painted and vibrant the colors were to look in game with placeholder lights. Later we went for more colorful areas that made the environments more moody. But everything was handpainted as far as textures go. I'll post some of those and breakdowns as i compile them.
 
 
 
 
 
 
 
 

 



Some ar Samples of areas in the game with assets and lighting pass. Some of them are really blown out, but as the game moved and played it gave it a cool look while things were flashing and VFX.

Gameplay to show Art.

Screengrabs of the level in 3DS Max. Everything tiled and fit to be themed for different areas of the levels. The pieces were mix and matched to tile with each other, to make different areas. All of it was instanced throughout the level, to be able to make long levels without affecting performance. That is why we can use a high amount of dynamic lights, and in the later levels flashing lights and what not. Also the camera zooms in and out, so we used mip maps to help with resolution. 

 Color hot spots to break the level areas.



Samples of Env Texture work. From the previous Ben 10 we tried to add color and really bold shapes that would show better on hardware. So we spent time hand painting the design and layout of each texture instead of using generic textures. There was more detail and also more consistency across the art. Just a few of the texture work on the level shown. I also baked a lot of the AO into the diffuse, which really helped ground everything, and give it a sense of depth. It's small details, but i think they came together in the end.



Some of the path assets, and how they all use the same texture.
This is another sample of a level with different lighting and what we could accomplish as far as setting and atmosphere goes.