Showing posts with label environments. Show all posts
Showing posts with label environments. Show all posts

Thursday, December 10, 2015

Hide & Shriek | Mansion exterior environment

Tools: 3ds Max, Photoshop, Unity 5

Description: It took me a full 2 weeks to polish up, create new assets and redesign areas outside the mansion. I replaced placeholder assets and created new textures. I cleaned up and optimized some objects. I populated the Garden area where previously it was an empty terrain. You can view the previous iteration below (video) to the latest progress (images below).

 12/10/2015 - Latest screens






Official updates can be found on this blog: http://www.pixel-issue.net/2012/07/multiplayer-point-and-click-adventure-game-in-unity-3d/

12/10/2014 Update:

Hide & Shriek Mansion

Development update #6


Art assets I created for the project:
Fountains, trees, grass, shrubs, pots and plants, gate entrance, brick walls,



Wednesday, April 9, 2014

Environments | Village Assets | CryEngine

Tools: 3DS Studio Max, Photoshop, Zbrush, CryEngine Sandbox Editor
Time: Work In Progress

Update: 6/17/2014
Work in progress
Textures are placeholders.


These objects will all be part of the Village Environment placed in a game engine.
All are work in progress 3D assets..
Village homes and Village leader hut

Fishing Pier and boats

Watch Tower, Main gate, bridge and walls

The Market and farms

Trees and vegetation
Generic Trees to populate with.
Vegetation
CryEngine Level Block out
(placeholders and size reference)

Concept designs
Sketches and ideas
Initial layout design

Wednesday, August 8, 2012

Environments | Through the Cave (UDK)

Tools: MAYA, Photoshop, Zbrush, UDK
Work in progress

First pass preview - Matinee


This is just a rough preview of my current work in progress level. 

Thursday, May 19, 2011

Environments | Cargo Port- 3DS Max [Art test] Version 2

Tools used: 3DS Max, Photoshop
Triangles: 3477

I have learned my mistakes from previous test and figured out a better way applying these low poly techniques more efficiently.

I reworked most of the textures and optimized geometry. Color palette is a bit more colorful and contrast.

Baked light maps multiply into the textures.
The use of alpha to fake wet ground reflections and mirroring appropriate meshes.
Used basic knowledge in rain particles.

With a 3500 Tris limit environment, targeted for a smart phone graphic quality.




 Textures




Saturday, February 26, 2011

Environment | Cambodian Temple [Maya]

Originally made for an undisclosed studio Environment model test. Concept was inspired from the temples in Cambodia. I spent roughly 78 hours on modeling this while working full time on a different contract work at the time. I did not pass the test but it was a great challenge for myself. Maybe when I get the time, I will add textures.