I finally updated my portfolio site with better renders of my game art.
http://www.jegraphix.com
Thursday, April 9, 2009
Friday, March 27, 2009
Werewolf
Here's the latest artwork I've been working on. It is a work in progress, so more updates will come later. All work was done in 3ds Max, Zbrush, and Photoshop. I actually want to bring him back into Zbrush for more detailing. I also started working on an environment to put him in as well. I'm not sure when I'll have all that done, but I'm thinking about going back to the Psycho scene next week. Critiques are welcome. Enjoy.
Friday, March 20, 2009
Thursday, March 19, 2009
Psychotic progression - Part 3
More updates. I've been pretty busy filling up my psycho scene in Unreal. I created the Bates Motel and sign and threw some generic textures on them. I still need to get the neon lights on the sign and finish up modeling and texturing the motel. I'll probably do something different with the windows, but for now I'm just using the window parallaxing method. I've also been tweaking the terrain and set up some decolayers for the grass and trees. I'm still tweaking the lighting as well.
Friday, March 6, 2009
Psychotic progression - Part 2
Tuesday, March 3, 2009
Psychotic progression - Part 1
Here's the latest progress on the Psycho house. I finally textured the windows on the house and created a parallax shader for them as well. I still need to run an ambient occlusion on the house and the concrete steps leading up to the house. I also generated a few trees and shrubs from SpeedTree and imported them into Unreal.
Here is the shader for the window parallaxing.
Here is the shader for the window parallaxing.
Thursday, February 26, 2009
"We all go a little mad sometimes."
Here's the latest artwork I've been working on. This is the house from the movie, Psycho. I've spent a little over a week on this project so far. Most of the modeling is complete on the house, but there's more texturing that needs to be done. I've also ripped most of the normals as well, but haven't had a chance to run an ambient occlusion on it yet. I also imported this into Unreal and created a simple terrain and added a few point lights and junk.
These first renders are basic renders out of 3ds Max with default lighting.
These next renders are screen captures from Unreal 3. I set up a quick terrain/skydome and threw in a few point lights to start off with. This will definitely look better once the windows are textured and the ambient occlusion is applied.
More updates to come.
These first renders are basic renders out of 3ds Max with default lighting.
These next renders are screen captures from Unreal 3. I set up a quick terrain/skydome and threw in a few point lights to start off with. This will definitely look better once the windows are textured and the ambient occlusion is applied.
More updates to come.
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