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.
Wednesday, February 11, 2009
Phantasm 'Cuda' Update
Here are the latest updates to the 'Cuda.' Although there are still some detail I can add to this model, I'm pretty much done with it. I might add more detail to this later, but right now, I'm kinda getting anxious to get back into some Zbrushing.
The Phantasm logo was created by Pixascope, which did an awesome redesign.
Enjoy!
The Phantasm logo was created by Pixascope, which did an awesome redesign.
Enjoy!
Wednesday, February 4, 2009
Boom! Headshot!
A buddy of mine, Benny, had me to create a broken up head model for the headshot moments in Brothers in arms: Hell's Highway.
This is the first version of that model.
After going a little overboard on the headshots, I was held back a little and created this next version of the headshot.
This is the final version of the headshot that was used in the game. These images are just a basic render out of 3ds max.
You can check out the headshots in action here. http://www.gametrailers.com/player/40011.html
I created the headshot shader in Unreal 3 as well as tweaked the severed limb shaders for the characters.
This is the first version of that model.
After going a little overboard on the headshots, I was held back a little and created this next version of the headshot.
This is the final version of the headshot that was used in the game. These images are just a basic render out of 3ds max.
You can check out the headshots in action here. http://www.gametrailers.com/player/40011.html
I created the headshot shader in Unreal 3 as well as tweaked the severed limb shaders for the characters.
Online portfolio is online
Well, after some hard work, I was finally able to get my portfolio online. There are still a few tweaks that I want to do to the page, but for the most part, it's finished.
You can visit it at http://www.jegraphix.com
You can visit it at http://www.jegraphix.com
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