Friday, October 3, 2014

Assassin Character Sculpt - Zbrush - 2012



This is an assassin character sculpt I did as a final project in the Modeling II course at Richland College. I must have spent 200+ hours on this sculpt, a lot of that time was spent on the clothes (specifically the collar on the neck and the collar on the boots >.<) After working on this sculpt, I came to really appreciate the setup of a proper sub-division workflow in Zbrush, as I didn't set it up when I started so my poor computer was struggling the whole way through with just a few levels of very high sub levels. 

I'd like to thank Rupid79* for the concept art of this character which he owns all the rights too.
*(link to CG Hub permanently broken)





Thursday, October 2, 2014

Male Sculpting Study - Zbrush - 2012


This is my first full human body sculpt that I did for my old Modeling II class. This was extremely challenging for me, as I had barely even drawn full bodies before. Looking back I wish I had spent more time drawing in 2D before heading into the 3D realm but whatever I lacked in preparation I made up for in sheer effort and hundreds of hours. I think this project took me around 100 hours or so to complete over around a 2 month span.




Water Ocean Material - UDK - 2012

I made this water material in UDK following a tutorial from Hourences.com (looks much better when moving). It took me a while since this was my first heavy duty shader I ever built but I learned a massive amount from it, including basic concepts behind shaders themselves.

3-Point Defense - UDK - 2012




This is a 3-point defense level that I made for a level design course in which the aggressor team (Red) is charged to overtake the defending team's (Blue) base and destroy the power unit. 
Infiltrate - The first stage Red must hit 3 buttons located around the outside area within 15 seconds from each other in order to open the first gate into the barrier control room.

Barrier Grid - The room that opens after the base is Infiltrated is essentially a "Tug of War" area between the two teams. Whenever any player is in the room, it starts filling a bar towards that player's team but if an enemy is in the room, it cancels that player out. Naturally, players must kill each other and gain control of the room in the favor in order to advance forward or backward a step.

Power Unit - The final area in which Red team must destroy Blue team's Power Unit/Core. The core has a lot of health so it will take some serious fire power to take out, giving the Blue team a chance to push Red back long enough to survive.





Blob Arena Concept Art


This is a fun little game concept that I came up with years ago where little cute blobs run into each other. When they dash and collide they drop little bits of themselves and become smaller. You can also pick up items and throw them at your enemies to make them drop their blob bits. I'm still quite fond of this idea but don't see any good opportunities to pursue it.