Another rock prop... just going over some of these before i make low res of all of them and then texture them. I think this is all good, apart form some minor details. Let me know what you think.
The Art of Braulio Cejudo
The enigma of 2D and 3D Environments and such.
Monday, January 28, 2013
Friday, January 18, 2013
Rock Pillar Formation WIP
Working on a pillar for the path to frame and add some interest to it. Dynamesh obj so far... i think when i am happy i'll retopo and then sculpt that so i don't get any messy geometry. Let me know what you think. There are still a lot of shape i want for the narrow area of the pillar, and maybe some more interesting faces or broken areas. I'll keep updating as i get more progress on this. Work time on this so far its maybe an hour? maybe less i think.
UPDATE 1: More shape and silouhette work. Still a dynamesh low res that i will retopo when i am happy, and then zbrush detail from that low poly. Let me know if you have any suggestions or comments.
UPDATE 2: more detail to the sculpt and its using a different shader that is not so harsh. Let me know what you guys think.
UPDATE 1: More shape and silouhette work. Still a dynamesh low res that i will retopo when i am happy, and then zbrush detail from that low poly. Let me know if you have any suggestions or comments.
UPDATE 2: more detail to the sculpt and its using a different shader that is not so harsh. Let me know what you guys think.
Friday, January 11, 2013
Rock and Sand path Sculpt
Working on this path. Has some hard edged rocks and sand. Still working on a lot of things for it. Let me know what you guys think.
UPDATE 1: made a low poly after doing some more sculpting and some painting of it. I'll put a pic of the end sculpt soon. Let me know what you guys think.
UPDATE 2: another update on the texture and more color contrast in some areas, also... fixed the AO i had so it doesn't look so round. I think now it has more shape to it. Any thoughts?
UPDATE 3: sculpt render and texture maps.
UPDATE 4: i realize that my cavity and renders from the map was not from the highest subdivision of my sculpt... so i took the highest to not loose any detail and it made a big difference. Maybe you can tell, here are the new renders and a screen grab of my shaded mesh texture. Let me know what you think. I think its a lot nicer and cleaner. Its using a 1024*512 texture atm.
UPDATE 5: Hopefully the last update, i darkened the rocks a little bit and the highlights so that they have a little more contrast and they don't look flat. Let me know how this works. I feel like the rocks have a little more shape, but the color seems to dark now. It works ok i guess. Which one is better?


UPDATE 1: made a low poly after doing some more sculpting and some painting of it. I'll put a pic of the end sculpt soon. Let me know what you guys think.
UPDATE 2: another update on the texture and more color contrast in some areas, also... fixed the AO i had so it doesn't look so round. I think now it has more shape to it. Any thoughts?
UPDATE 3: sculpt render and texture maps.
UPDATE 4: i realize that my cavity and renders from the map was not from the highest subdivision of my sculpt... so i took the highest to not loose any detail and it made a big difference. Maybe you can tell, here are the new renders and a screen grab of my shaded mesh texture. Let me know what you think. I think its a lot nicer and cleaner. Its using a 1024*512 texture atm.
UPDATE 5: Hopefully the last update, i darkened the rocks a little bit and the highlights so that they have a little more contrast and they don't look flat. Let me know how this works. I feel like the rocks have a little more shape, but the color seems to dark now. It works ok i guess. Which one is better?

Thursday, December 20, 2012
Rock Wall Cliff - Texture work
Update with a good pass on texture work. Let me know what you think.
So applied some detail and preserved the structure of the rocks so they didn't look so smooth. It kinda has the Borderlands 2 style with the hard black lines here and there. I still have to paint it some more to break up the tile and they don't look exactly alike. Maybe different tones on the rocks so its not so even. I did highlight some areas with orange and browns.
I am sure that with a blending material i can break up this even more so its more interesting. Got rid of the seam on the tile, but i still have a double line that runs across that is really annoying. I'll get rid of that as well so its smoother and more rock like.
Any other thoughts?
So applied some detail and preserved the structure of the rocks so they didn't look so smooth. It kinda has the Borderlands 2 style with the hard black lines here and there. I still have to paint it some more to break up the tile and they don't look exactly alike. Maybe different tones on the rocks so its not so even. I did highlight some areas with orange and browns.
I am sure that with a blending material i can break up this even more so its more interesting. Got rid of the seam on the tile, but i still have a double line that runs across that is really annoying. I'll get rid of that as well so its smoother and more rock like.
Any other thoughts?
Friday, December 14, 2012
Rock Cliff Wall
Sculpted a rock and then made a first blockout pass of a rocky cliff wall texture. There is that rock in the upper right side that looks like it protrudes a lot. So i have to tone that one down. The rest kinda blends pretty well. What do you guys think?
I'll keep polishing this up.
It's an interesting approach that i am taking.
I create the Rock from a sphere, then that sphere i place tons in a 2.5 map. Then i get the heightmap from that, clear the seams and then reimport it into plane at a 2048 resolution map. Now i sculpt details and stuff... and i can still get rid of more seams as i work i repeat this process. It's kinda cool. Saves me tons of time.
Just started this like an hr ago. Very useful.
Let me know what you guys think.
UPDATE: i added the rock i used, and the heightmap i got from it.
UPDATE 2: i added more detail and that bulging rock is not so prominent. Most of the shapes are more uniform so they can tile better. There is more detail coming down from the upper left corner. Thoughts?
UPDATE 3: last details of the day. I hope i can get this finished and painted on monday.
UPDATE 4: more polish, and then some basic paint in photoshop. Some of the shapes show up nicely, but it doesn't have the depth i thought it would. I'll have to do something about that. Maybe do a low poly model instead of a flat plane should help here. Let me know what you guys think.
UPDATE 5: made a low poly version so the shapes pop.
I'll keep polishing this up.
It's an interesting approach that i am taking.
I create the Rock from a sphere, then that sphere i place tons in a 2.5 map. Then i get the heightmap from that, clear the seams and then reimport it into plane at a 2048 resolution map. Now i sculpt details and stuff... and i can still get rid of more seams as i work i repeat this process. It's kinda cool. Saves me tons of time.
Just started this like an hr ago. Very useful.
Let me know what you guys think.
UPDATE: i added the rock i used, and the heightmap i got from it.
UPDATE 2: i added more detail and that bulging rock is not so prominent. Most of the shapes are more uniform so they can tile better. There is more detail coming down from the upper left corner. Thoughts?
UPDATE 3: last details of the day. I hope i can get this finished and painted on monday.
UPDATE 4: more polish, and then some basic paint in photoshop. Some of the shapes show up nicely, but it doesn't have the depth i thought it would. I'll have to do something about that. Maybe do a low poly model instead of a flat plane should help here. Let me know what you guys think.
UPDATE 5: made a low poly version so the shapes pop.
Thursday, December 13, 2012
Another Wall
Another wall, but finished and all textured. I like this a lot. I think the colors might not be the right ones. Maybe i'll go with something more bluesish or dark. We'll see. Shown in UDK, worked the model in Zbrush. Getting to do more texture work in zbrush is great.
EDIT: light test so you can see some dramatic lighting on it. Let me know what you think.
EDIT: light test so you can see some dramatic lighting on it. Let me know what you think.
Friday, November 16, 2012
Wall Sculpt Update
Still have to clean up the slab on the left, it still doesn't look sharp and eroded. But cleaning up and polishing the sculpt is fun.
UPDATE 2:
another update for the end of the day. Cleaned up some of the low res of the broken down parts. I think it looks a lot better now. Still more work to clean it up, add more grunge and then do some texture work with it. Let me know if you have any thoughts.
UPDATE 3:
More details to the slab on the right... i think it's looking a lot better. Let me know what you guys think.
UPDATE 2:
another update for the end of the day. Cleaned up some of the low res of the broken down parts. I think it looks a lot better now. Still more work to clean it up, add more grunge and then do some texture work with it. Let me know if you have any thoughts.
UPDATE 3:
More details to the slab on the right... i think it's looking a lot better. Let me know what you guys think.
Thursday, November 15, 2012
Wall Sculpt WIP
Working on a set of textures through zbrush. This is like maybe 40 mins in zbrush... i like this better than painting them directly into PS. So much faster, and i think more control on the look. I am following some of the examples of Borderlands 2... so any similarities are just for reference. I'll change them around as i keep sculpting them.
I'll be working on this set, and showing the progress. Let me know what you think.
I'll be working on this set, and showing the progress. Let me know what you think.
Tribal Mask Update
Another update with more well defined strokes and shapes, and also the mouth part and eyes bulge a little more. Still need a better way to define smoother curves. Let me know any comments or thoughts.
Wednesday, November 14, 2012
Ben 10: Omniverse 3DS
Game released yesterday, and i got some nice screen grabs of what the game looks like. They don't do justice of how it looks on hardware, so check it out if you have a 3DS. It was a lot of fun to work on, and i think the team did a pretty awesome job on such a short project. We have some very nice lighting, with materials, prominent 3D effect and you can swap between 10 alien forms, 13 all together. It's in essence a 2D side scroller with interesting combos that you can transition using the aliens.
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