Monday, December 2, 2013

The Castleville pieces were used as trailers for the Castleville game. I worked on the environments in these pieces as well as some of the assets used in the game.

Yvette's environment was a lush happy forest. It had a lot of different plants and trees going into it. Everything had to look like it came from the game, so I had a few game models and some concept art to help out with the look and feel. Created using 3ds Max, VRay, and Photoshop.

The tavern I created for Raphael's piece had a great atmospere. There was a lot more to it than what is seen in the trailer. Created using 3ds Max, VRay, and Photoshop.

The island for Sonja and George's piece was pretty simple. I used a lot of foliage created from another project. So on this one I did a lot of tree adjustments, making sure they looked right in camera and they were not going through anything. Created using 3ds Max, VRay, and Photoshop.

There was really not much to Tom's set. I put a lot of detail into the cupcake at the end. Originally there was a close up and a scene with him biting into it, so it was going to have to look good. Created using 3ds Max, VRay, and Photoshop.

Wednesday, November 20, 2013

I worked on quite a few projects for Zynga, building models for a few of their games as well as working on several game trailers and promotional shorts for them. Here are a few that we did.

Farmville 2 is one of the more recognizable titles that I worked on. I modeled, unwrapped, and textured the environment and assets. Also I unwrapped a few of the characters and animals as well. We were given concept art to start from on all the buildings and assets. In some cases we had an extremely low poly version that we could use for a template, but all the models had to be built at a much higher resolution to be able to hold up in the animation. That went for the textures especially. We needed to match that hand painted look and feel of the game models. 3D Coat really help to achieve this look easily. Created using Max, Photoshop, 3DCoat, and VRay.

Elite Slots went through a lot of changes throughout its production time. I modeled, unwrapped and textured the forest environment. This was one of the early projects that we did mostly in Maya so it was very much a learning project. We did a lot of technical troubleshooting trying to figure out the equivalent settings from VRay in Max to the VRay settings in Maya. A lot of trial and error process on multiple aspects were hammered out. Created using Maya, Max, Photoshop, and VRay.

Ruby Blast was another one that went through a lot of changes during production. I modeled, unwrapped and textured the forest, cave, and plane sets. A lot of the tree and plant assets are ones I built from another video so on the jungle set I mostly did set dressing and texture adjustments to make sure they all felt like they were part of the same area. Created using Max, Photoshop, and VRay.

Tuesday, November 19, 2013

The NERF Stampede spot was a teaser announcement for the Stampede gun. I modeled, unwrapped, and textured the environment. This project we used Max and Maya together. I was given a rough block in of the boundaries from Maya. Built it in Max using some SciFi movies and concept art as reference. It was pretty open as to the look and design so I just modeled away until I ran out of room. I did the unwrapping in Max and setup the base textures (diffuse, bump and spec maps) in Max so they would export into Maya correctly. There were many exports between the two to ensure everything was looking right in the final composite. Once everything was exported out to Maya we setup the shaders and lighting for final rendering with VRay. Created using Max, Maya, Photoshop, and VRay.

On the NERF Barricade spot we were given a manufacture model. When we imported it into Max there were quite a few areas where we had to clean up the mesh or just re-model the piece. I helped out with that effort. I also worked on the shaders for the gun and built the interior for the one shot where we zoom inside the gun. There were a couple of different concepts for this area that ended up getting re-worked. The first one was very Tron like. The second one was more industrial but it just had too much going on so it was stripped out to the one that made the final edit. Created using Max, and VRay.

Thursday, November 14, 2013

We did many, many videos for the Mavs over the years. Here are a few of my favorites.

The idea behind Mavs Factory was that the American Airlines Center was a factory putting together these awesome machines, the machines being the players, and the fans from all over fueled them on to victory. I modeled, unwrapped, and textured over half of the machines in the set. I also did the animation on the background machines. Created using 3DSMax, Photoshop, and VRay.

Mavs Legacy piece was an exciting one to work on for me. The Tron Legacy teaser had just come out and I have always been a huge Tron fan so to get to work on something Tron themed was awesome. I modeled and textured the environment. Creating the Margret Hunt Hill bridge (which hadn't been built at the time) and the AAC in a Tron theme was cool. The tough part on this project was getting everything to look ambient lit with no direct light source but still be very visible. I also got to use Rayfire to blow up the bike. Working with dynamics can be pretty complicated to setup but it is always fun to see the results. Created using 3DSMax, Photoshop, and VRay.

Wednesday, November 13, 2013

I thought I would go through some of my videos and talk a little about what I worked on.

On to Victory was a video cut from a longer video that had footage some of the players training. I modeled, unwrapped and textured the hallway environment and the helmet. This was a fun piece. We needed a cool looking hallway was pretty much the only restrictions we had, so I gathered a lot of inspiration and ideas from various scifi concept art and just kept going until they said time was up. Created using 3DS Max, Photoshop, and VRay.

The Cowboys Branding piece was another one I worked on. I did the modeling, unwrapping and texturing of the Cowboys shadowbox as well as most of the assets inside the boxes. Created using 3DSMax, Photoshop, and VRay.

The Cowboys House piece was a piece we did as a tribute to The Expendables 2 movie trailer. I did upres remodeling and texturing of the helmet and football. We purchased lower resolution models and I went back over them and added any missing details and fixed any geometry issues that would not hold up in the close ups. This one was the first time I worked with projecting video in post so that it would wrap around a rendered 3D object using VRay's sampler info pass. Created using 3DSMax, Photoshop, and VRay.

Friday, October 25, 2013

I posted up some stills that I worked on. You can check them out in the Stills section here:

Monday, October 21, 2013

I uploaded some videos that I have worked on posted in the videos section here:
I will have some stills going up soon.