New Action Character W.I.P.
- July 9th, 2010
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Author Archive
We now have an official website for the game I’m working on right now, True Crime: Hong Kong at United Front Games for our publisher Activision. Check it out! Cheers!
I’m pretty excited to say that I’ll now be working as a Character Artist at United Front Games on a new Open-World title, “True Crime: Hong Kong“. There are some really great artists and all around talent that I have worked with before at Electronic Arts, as well as some that I have met only recently, that have been generous with their knowledge and invaluable in helping me progress as an Character Artist. I look forward to working with all my new team and United Front Games in general and learning as much as I can from those around me. Should be fantastic
This is an interactive 3D Map of Vancouver that I designed and built on my own, over the course of 3 months. Unfortunately the project was canceled before the completion date and was posted live, incomplete with a few bugs. It also happens to be running on a very slow server, not at all optimized for flash, so don’t be surprised in how it runs. When I was testing, we did so on different servers that responded very well. I wish I could show you all this project in it’s completion, running smoothly, but oh well… I hope you still enjoy it.
Here are just a few samples of some of my Flash Motion Design Presentations. To STOP the Flash demo’s, please Right-Click over the Flash demo and choose “stop” from the menu. Thanks.
NetApp Presentation
Adobe Launches Photoshop New Photoshop & Preimere Elements…
Adobe Launches Premiere Elements…
Adobe Launches…
I was honored to have been invited to participate in the Pixologic Turntable Gallery. There’s a lot of great art in here and I thank the good folks at Pixologic for their continued commitment to making a 1st class art tool. Below is a link to the gallery on the Pixologic site where my contribution can be found. Thank you.
After playing Assassin’s Creed 2, I had the notion to design my own… a sort of death-cult assassin. I created all the base meshes in Maya, detailed, poly-painted and rendered in Zbrush. I’ve started using Decimation Master to bring the pieces one at a time into Maya so I can generated my Normal Maps in there. I’ve used UV Master for some of the Pieces, while I find it doesn’t serve well in all situations. Albeit the UV’s are clean, I like to have a bit more control over them than UV Master will allow, but still a very welcome addition to Zbrush.
A Low-Poly Character.
This is The General, a low-poly character design based on the feel of Old-World British Navel military. I created The General using Maya, Zbrush and Photoshop. I gathered reference materials from the internet and compiled a comprehensive library of media that I could draw from at any time.
I began making the base meshes in Maya that I could export to Zbrush for detailing later. Here are a few screen shots showing the Facial Blend Shapes, the Rig I created and the Bind Pose (same as the Base Mesh).
This was the final Zbrush, Hi-Poly model that the Normal, Ambient and Cavity maps were generated from. I think it stands at about 51milllion Polys… which is about all my Macbook Pro can handle before it wants to roll over and die.
These are some closer shots of the Hi-Poly, Zbrush models of The General’s weapons. I researched the style of weapon used during this time period by the British Navy and came up with these designs. These are slightly more elaborate than the samples I found in my reference, but it was an artistic decision to do so.
Low-Poly Character
This character was heavily inspired by Gears of War and the works of Vitaly Bulgarov. I created most of the base mesh pieces in Maya and some were created using Zspheres. Everything was brought to Maya for Uvs, before being shipped off to Zbrush for detailing. Here are a few shots of the final work.
The rig I created facilitated proper motion of the tubes that are attached to portions of his armor. It’s a little confusing to look at, so I included a few shots to help make things more obvious.
Here is the weapon I made, again inspired by Gears of War.
Here is the Zbrush Hi-Poly model that the Normal, AO, and Cavity maps were generated from.
Here is a shot of the Anatomy I created, before I was certain what the armor would look like.