Tuesday, October 23, 2012
Konami 2012 Halloween Masks
Made with Dynamesh in Zbrush and baked in Xnormal for use in Maya. Extra texture work done in Photoshop.
Saturday, October 20, 2012
Konami PS Home Halloween 2012 Characters
Created within specific time and budget constraints with Maya, Zbrush and Photoshop. All bakes took place within Xnormal. Animations and poses by William Lim from www.IwillAnimate.com
Thursday, August 2, 2012
GoGo Raver Girl
A fullbody suit for PS Home I created from design to completion. Surprisingly fun to make and even more satisfying to see finished. Somewhere around 15k tris.
Friday, June 22, 2012
Saturday, June 2, 2012
These just came out for PS Home so I'm adding them to my portfolio.
Each set of items has their own challenges, but I figured out a lot of neat techniques in spite of working with a very limited rig, texture/material limitations and having to create everything from concepts to models to animations myself.
These items can be bought on Playstation Home in Konami's store! Get them they're awesome and come with awesome animations!
Wednesday, April 18, 2012
Konami Playstation Home Portfolio Update 2011-Early 2012
Finally got access to stuff I worked on last year that isn't a Konami Owned IP. So all of these are original creations and most of them are best sellers! A mixture of Hi-poly sculpts and Low-poly models. We have script memory and budget limitations so we have to make these quick with as much quality as possible. I'll try to see if I can upload my animation clips as well! In addition to sculpting, baking and retopologizing each asset, the fullbody characters need to be weighted, LODs created, tested and programmed. In most cases I've had to do all of these things myself. Hair lacks transparencies because of dozens of limitations and for the ability to change the hair color if the Player would like. I can't wait till I can show my newer stuff because, as usual, I learned so much on the job with the only other 3D Artist on the team!
Also, working with Playstation Home's SDK only allows for characters and clothing items to built within certain size proportions, their default rig, a limited small number of shaders and with the creation of several LOD meshes. So the realization of certain character types (Anime for example) might be skewed version of what anime characters might look like. This makes things like intricate/overlapping geometry and transparencies nearly impossible.
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