tag:blogger.com,1999:blog-1505065374354666892024-02-07T21:54:18.693-08:00Lucas Sparks CG/Concept BlogThis blog is for outlining my progress as I develop my art skills on my own time and while attending Gnomon School of Visual Effects. This is not a professional blog - but a place to chart my creation history.Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.comBlogger56125tag:blogger.com,1999:blog-150506537435466689.post-19380022336655044702016-12-21T16:15:00.000-08:002016-12-21T16:15:18.075-08:00Haven't Posted in forever (this is why)So I don't think I'll ever keep this up to date, working takes a lot of time!<br />
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My current project is God of War (I even worked on this stage demo!):<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/CJ_GCPaKywg/0.jpg" src="https://www.youtube.com/embed/CJ_GCPaKywg?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-27358904648106996522014-10-11T18:08:00.001-07:002014-10-11T18:08:33.163-07:00Long time no-post! Welp, it's been a while and I haven't been actively posting like I used to! But I am currently working at Ready at Dawn Studios on the Order 1886, which is an absolute dream to work for! This game is looking insane and I'm happy to be a part of it. I am an environment artist on the game currently.<br />
<br />Check out a trailer:<br />
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<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-38858326896864339202014-02-18T15:20:00.001-08:002014-02-18T15:20:07.906-08:00Kat Survivor (UPDATED VIDEO)Also, I have an updated turn-table of my previous game character Kat! This is a nicer quality render in Marmoset 2 and I cleaned up a bunch of aspects:<br />
<iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/76670836" webkitallowfullscreen="" width="500"></iframe> <a href="http://vimeo.com/76670836">Kat Survivor (Game Character)</a> from <a href="http://vimeo.com/user18007627">Lucas Sparks</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
(It is a bit too fast atm. Going to put together a slower version soon!)<br />
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Hope you enjoy it! Thank you :)Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-75385239698768227102014-02-18T15:17:00.003-08:002014-02-18T15:17:35.984-08:00Abandoned Carousel (UDK Edition!) So here is my most recent update on my Abandoned Carousel environment NOW in beautiful UDK engine quality. Here is a shot of it in real-time (tiledshot during gameplay):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzsKwqhHBZfV6AmOLQWDh9J-DJ1fTqtZeHbc_bbswjRkR7SOVarQkRI6ZgZ3TG8u3JTCnGYgDEMVttS8oIBZQVtNiCsccbCQKvMbcCDb-_P0cCvpCJ0HNGiCy9JBILzo9_rPIPNknyF9LM/s1600/Abandoned_Carousel_FINAL.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzsKwqhHBZfV6AmOLQWDh9J-DJ1fTqtZeHbc_bbswjRkR7SOVarQkRI6ZgZ3TG8u3JTCnGYgDEMVttS8oIBZQVtNiCsccbCQKvMbcCDb-_P0cCvpCJ0HNGiCy9JBILzo9_rPIPNknyF9LM/s1600/Abandoned_Carousel_FINAL.png" height="186" width="320" /></a></div>
<span id="goog_1789034762"></span><span id="goog_1789034763"></span>And here is a video I put together of it running in UDK (I'll probably make a more fleshed out video later):<br />
<iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/86742067" webkitallowfullscreen="" width="500"></iframe> <a href="http://vimeo.com/86742067">Abandoned Carousel (UDK Game Environment)</a> from <a href="http://vimeo.com/user18007627">Lucas Sparks</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
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And as a bonus, here is an alternate horse texture I painted as well as my deer (he is a cutie):<br />
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Thanks for checking it out! Feel free to ask me any questions or send me any comments!<br />
Also my new website is up: <a href="http://lucas-sparks.squarespace.com/">lucas-sparks.squarespace.com </a><br />
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Thanks!Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com1tag:blogger.com,1999:blog-150506537435466689.post-82738782921347542014-01-06T16:31:00.002-08:002014-01-06T16:31:34.512-08:00WEBSITE UP! So I now have a website to consolidate all my pieces into one easier to access place. It's still a WIP and some aspects aren't finished yet, but it is good to have for now! Please check it out!<br />
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<a href="http://lucas-sparks.squarespace.com/">http://lucas-sparks.squarespace.com/</a>Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-84842069285427428602014-01-06T16:30:00.000-08:002014-01-06T16:42:14.388-08:00Abandoned Carousel (Marmoset Render)Here is a Marmoset render of my Abandoned Carousel (all aspects done by me):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGOgqDxN6N6sDNf2TL9FhhSz8bfW-4Z60GRTV9u1A7EhH3qZ7a_vBllUnQF7zyeXY1hMO7wTbJDho_eY6QAtkiFNfbb0nm4G7gfopm57FyaTmQ-NrPz3UuPwwn9GVvpJ4zx8umKwqAjF74/s1600/Abandoned_Carousel_Shot_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGOgqDxN6N6sDNf2TL9FhhSz8bfW-4Z60GRTV9u1A7EhH3qZ7a_vBllUnQF7zyeXY1hMO7wTbJDho_eY6QAtkiFNfbb0nm4G7gfopm57FyaTmQ-NrPz3UuPwwn9GVvpJ4zx8umKwqAjF74/s1600/Abandoned_Carousel_Shot_1.jpg" height="217" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcn1DLpBO9kw19atELoysobhMcOCT8CEVBoyy8krKB5Yi3br2UH-comFsI5wRqlJjnEabZV7_4Rp37l5IfiNEbRtceILl70Je2n7IJSkSuYsl381fVeuK-sugycZ7fCizFeal_DWwR6Mjp/s1600/Abandoned_Carousel_Shot_WIRE.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcn1DLpBO9kw19atELoysobhMcOCT8CEVBoyy8krKB5Yi3br2UH-comFsI5wRqlJjnEabZV7_4Rp37l5IfiNEbRtceILl70Je2n7IJSkSuYsl381fVeuK-sugycZ7fCizFeal_DWwR6Mjp/s1600/Abandoned_Carousel_Shot_WIRE.jpg" height="217" width="320" /></a></div>
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UDK Engine render to be done soon!<br />
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This was created in Maya and sculpted in Zbrush. The textures were painted between mudbox and photoshop and relies on cards for the fence/vines. There are more animal types that have yet to be placed, so I look forward to completing this soon!<br />
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It is around 25k tri's and uses a few 2k texture sheets (normal, diffuse, spec, gloss, some height)<br />
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Thanks for checking!<br />
- Lucas SparksLucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-47651555041395533172014-01-06T16:29:00.002-08:002014-01-06T16:43:18.543-08:00Kat Survivor (UPDATE!)Here is an updated version of my older game character Kat:<br />
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Her textures were more refined and added an extra layer of detail. Still working on her and will have a new turntable soon! Thanks! She's 20k tri's and uses three 2k texture mapsLucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-49960285163966707462014-01-06T16:24:00.002-08:002014-01-06T16:24:57.475-08:00Abandoned Carousel Project (Concept)Here is a concept I chose for my new Environment:<br />
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It's a concept for the upcoming DLC of the Last of Us (by Naughtydog) and I just loved the mood and story it tells in such a serene way. It also is a nice challenge between organic and hardsurface that I thought would be interesting to tackle.<br />
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The final piece will be in UDK, but the carousel will first be assembled for Marmoset.Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-76173518121894675142013-12-13T22:39:00.002-08:002013-12-13T22:39:45.173-08:00Pirate Hideout (Marm2 Render)Here is a newer render for the Pirate Hideout, I'm still going to be adding a bunch of details to it but I'm currently onto a new project.<br />
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But here it is:<br />
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Thanks!Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-15588652164824856002013-12-09T00:58:00.002-08:002013-12-09T00:58:58.318-08:00Pirate Hideout (Marmoset)Here is a WIP shot of the Pirate Hideout that I've been working on (1-2 weeks). There is still a bunch I want to do including a lot of details and such, but I have to put this on hold to move onto my next project.<br />
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Here are some shots (Marmoset):<br />
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The cloth pieces were simulated in Maya using nCloth and then sculpted/refined in Zbrush (included large-top mast) and then was baked out in xNormal. The ivy is cards that I modeled the leaves/vines in Maya then baked them down in zBrush (alternating views) to make an alpha/normal/height/ao and combined in Photoshop. The stone/planks are all tileable textures (pretiled in PS; since Marmoset does not allow for tiling) and also have parallax. The glowing elements are all emissive maps, including the torch which is an alpha/emissive. The entire scene was around 70k tri's and I would like to add more.<br />
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Thank you and hope you enjoy it!<br />
Feel free to email with any comments/questions: sparkslucas87@gmail.com<br />
<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-164240651516388752013-12-06T22:21:00.001-08:002014-02-25T11:11:36.563-08:00Pirate Hideout (Marmoset Modular set-piece) This project I chose a more confined area in order to focus more on a small set instead of doing a full environment in UDK. I chose to do this concept from Assassin's Creed 4 done by the extremely talented <a href="http://www.davidalvarez.fr/portfolio/assassins-creed-iv-black-flag/ac4bf_concept_bosshouse_02">David Alvarez </a> (view his website!):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyugJWcYluK0kXk6GoLo_29h8ZqblR5wBfcdJdcboXQ4PjwwIqlU72s_27hSQKDVcNcMBAAIDXRa3aarU18KMBWM2Evbqmd9hoFREhG2w79-mRkg0VeC6SjiDz9A3BcmO6SMb65Hiw-SLo/s1600/PirateHideout+Concept.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyugJWcYluK0kXk6GoLo_29h8ZqblR5wBfcdJdcboXQ4PjwwIqlU72s_27hSQKDVcNcMBAAIDXRa3aarU18KMBWM2Evbqmd9hoFREhG2w79-mRkg0VeC6SjiDz9A3BcmO6SMb65Hiw-SLo/s320/PirateHideout+Concept.jpg" height="307" width="320" /></a></div>
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And here is the initial blockout phase and created some tileable textures aswell (in Zbrush/Maya/xNormal/Knald/Photoshop).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIlR6RPjD69eYXU8U8xG05FE9FzuhqaheAyEtzFpJv5visBR57tB4rn3aJ3kfnMRYAt-lisG9C3HQ_BEZ3pohw8mBSnmFVrPYBnEDcps1Lasyp3QTueDp4q-VjOzPfuon9K4T3iTKnFgY7/s1600/PIRATE_Wk1_Render.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIlR6RPjD69eYXU8U8xG05FE9FzuhqaheAyEtzFpJv5visBR57tB4rn3aJ3kfnMRYAt-lisG9C3HQ_BEZ3pohw8mBSnmFVrPYBnEDcps1Lasyp3QTueDp4q-VjOzPfuon9K4T3iTKnFgY7/s320/PIRATE_Wk1_Render.png" height="320" width="283" /></a></div>
Here's the tileables -- all made from scratch in Zbrush 2.5d and also have paralax maps.<br />
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Thanks for looking! Feel free to email or comment, with any questions/comments you may have!<br />
sparkslucas87@gmail.comLucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-81782667516255941042013-12-04T15:17:00.001-08:002013-12-04T15:18:07.011-08:00The Perished Caverns (UDK Environment) Here is a UDK environment I did based on a concept. Still a WIP and I need to revisit a lot of things (mainly the lighting), but the base is down. Done in Maya, Zbrush, PS, Mudbox, Mari and settup in the Unreal Engine (realtime).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9AMexHPUBzgt9q21Eujg7ZU-NEleaiWatQVhg5QZ49nFr3ygFE_Z74C6UFOnRJIH-UKDu9hgy7uBhZ5axPnOgzrY9W-5NCFBI4KkzJGGqgZjf2H6WdPj4a_GKBL6J16QHWGDRHdk60C2N/s1600/WIP_UDK_Perished_Caverns_Shot_2k.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9AMexHPUBzgt9q21Eujg7ZU-NEleaiWatQVhg5QZ49nFr3ygFE_Z74C6UFOnRJIH-UKDu9hgy7uBhZ5axPnOgzrY9W-5NCFBI4KkzJGGqgZjf2H6WdPj4a_GKBL6J16QHWGDRHdk60C2N/s320/WIP_UDK_Perished_Caverns_Shot_2k.jpg" width="320" /></a></div>
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Only had about a week of a time to get this together, so I really want to revisit it.<br />
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Thanks!Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-9128585988685756952013-11-08T23:19:00.001-08:002013-11-08T23:20:42.254-08:00The RUINS (UDK - Game Environment (Revised)) Here is a more revised version of the older project I did, "The Ruined Lagoon" now the RUINS. I redid the lighting and cleaned up some assets and textures -- there still is a lot of work that can go into it, but I'm done for now, to focus on other projects.<br />
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Here it is:<br />
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And a video:<br />
<iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/78962460" webkitallowfullscreen="" width="500"></iframe> <a href="http://vimeo.com/78962460">the RUINS (UDK - Game Environment)</a> from <a href="http://vimeo.com/user18007627">Lucas Sparks</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
<a href="https://vimeo.com/78962460">https://vimeo.com/78962460</a><br />
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Thanks for looking! It is entirely in UDK and made with; MAYA, Zbrush, PS, Mudbox, xnormal, crazybump and others.<br />
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Thanks again!<br />
sparkslucas87@gmail.com<br />
<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-70739356149146276762013-11-06T00:08:00.000-08:002013-11-08T23:22:17.175-08:00Ship Corridor (Game Environment - UDK) Here is the put-together version of the level running in UDK. It is still WIP and I'm still trying to fully grasp the lighting engine in UDK, but this is my stopping point for now. The entire scene was around 10k tri's and I tried to make it minimal (in order to test myself) and I altered the colors/spacing a bit to better fit within an engine capable of navigation. Hope you like it!<br />
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And here is a video:<br />
<iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/78706868" webkitallowfullscreen="" width="500"></iframe> <a href="http://vimeo.com/78706868">The Ship Corridor (UDK Environment)</a> from <a href="http://vimeo.com/user18007627">Lucas Sparks</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
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It was created with Maya, UDK, Photoshop, xNormal, Mudbox.<br />
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Thanks for looking!<br />
Any questions or comments email me:<br />
sparkslucas87@gmail.comLucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-76917746510273256992013-11-04T20:38:00.002-08:002013-11-04T20:38:54.359-08:00Ship Corridor (Game Environment Project 2 - BLOCKIN) Here is what I'm currently doing for my second game-environment, it will have the same time constraint (2 weeks) and also be done in the UDK. This is a "simpler" environment then my previous one, but I wanted to tackle more modularity in a hard surface environment and not rely on Zbrush. Also, I was interested in trying out interior lighting in the Unreal Engine...<br />
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Here is the concept I chose:<br />
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(created by the insanely talented Alexander Thumler (miNze))</div>
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And here is my first blockin in Maya (just trying to get the forms out and how I will tackle it):</div>
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Will post more progression soon! Thanks for looking! </div>
Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-53648642174991120242013-10-27T15:38:00.001-07:002013-10-27T15:38:33.881-07:00Ruined Lagoon (Game Environment -- UDK)Here is a shot of my older environment "the Ruined Lagoon". I went back to it for a little bit and adjusted the lighting/level and fixed some minor things, I want to continue working on it and repainting textures ect. But the lighting fixes have helped a lot I feel. Here is a shot from UDK:<br />
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I will make a video for it also a little later!<br />
Thanks for looking!Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com1tag:blogger.com,1999:blog-150506537435466689.post-1382821236625511022013-10-23T11:01:00.000-07:002013-12-09T17:14:37.265-08:00The Necro's Hut (UDK -- all put together!)Here is the level put together and lit in UDK -- I feel like it came together pretty nicely!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFFwPdsMRSkGV6GJK6G3p5D3-J9o9YAqzgGQMmp_RaYPzQDT0Nd9YaT8FI-Mfd-f-BLIvFYa-YgE9Ia4fkUXzH6DANrPEAIPgVIiJRrp12RHfyPEQaM-ShF9M0alFURrtM7_knPxKjKcA_/s1600/NecrosHut_FINAL_12-9-13_2k.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFFwPdsMRSkGV6GJK6G3p5D3-J9o9YAqzgGQMmp_RaYPzQDT0Nd9YaT8FI-Mfd-f-BLIvFYa-YgE9Ia4fkUXzH6DANrPEAIPgVIiJRrp12RHfyPEQaM-ShF9M0alFURrtM7_knPxKjKcA_/s320/NecrosHut_FINAL_12-9-13_2k.png" width="320" /></a></div>
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And here is a video:<br />
<iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/77571871" webkitallowfullscreen="" width="500"></iframe> <a href="http://vimeo.com/77571871">The Necro's Hut (Game Environment - UDK)</a> from <a href="http://vimeo.com/user18007627">Lucas Sparks</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
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Programs used: UDK, Maya, Marmoset, Zbrush, Photoshop, Mudbox, xNormal, Mari. Most meshes have a light vertex paint and the branches of the trees are cards, also the effects were my first attempt at creating my own custom effects in UDK (floating dust). Hope you like it!<br />
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Thanks for looking!<br />
Again, feel free to email with any questions or comments.<br />
sparkslucas87@gmail.comLucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-13181050163127300552013-10-18T12:28:00.001-07:002013-10-18T12:28:05.718-07:00Necros Hut (UDK Environment - Ground)Another update on my Necros hut. I'm starting with the texturing process and I'm trying to do things a bit differently. I wanted to do some vertex painting with the ground in UDK, but I'm still fairly new to it.<br />
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I created three different textures entirely in zbrush (sculpted the leaves, rocks and twigs) then placed them around on a sculpted ground in 2.5d mode. The results were really nice!<br />
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Medium dense ground (all tileable):<br />
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Some heavier leafy ground (tileable as well):<br />
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Then I did a standard base ground and blended them together in UDK, still needs a bunch of work: </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWZGk4AvvJIpdh2MjFh2kmNggyNmXLuaA1KB1_1Y0MwtiEdna_i5Q3rASmcCgwR9AZUtBq98wctSolKCdFU28KkmgDvu6R3Oddp-5LYs4XUacc9Igwlj3ZehWp4YzDA11-6y9XFUykfF2D/s1600/grndtest.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWZGk4AvvJIpdh2MjFh2kmNggyNmXLuaA1KB1_1Y0MwtiEdna_i5Q3rASmcCgwR9AZUtBq98wctSolKCdFU28KkmgDvu6R3Oddp-5LYs4XUacc9Igwlj3ZehWp4YzDA11-6y9XFUykfF2D/s320/grndtest.png" width="320" /></a></div>
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Thanks! Will post more soon</div>
Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-65820623179268454022013-10-16T21:04:00.000-07:002013-10-16T21:04:08.979-07:00Necros Hut (Game Environment - Maps Baked)So it has been one week and here is my most recent update for my game environment in UDK:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuJaWh-hWQlfAQfcqUC_m2EW0ltsN3FyqjF2VfzbR_NA5JC8KIrPk5_TvGKFXJPZD-a4rvwPVh33EkanQ62UsgDU20ui7nVzsxaCtaA_DrJ84ok2x1ruPPMvxD0eT-belW_VuSd2cImYX6/s1600/renderNecroHut_v2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuJaWh-hWQlfAQfcqUC_m2EW0ltsN3FyqjF2VfzbR_NA5JC8KIrPk5_TvGKFXJPZD-a4rvwPVh33EkanQ62UsgDU20ui7nVzsxaCtaA_DrJ84ok2x1ruPPMvxD0eT-belW_VuSd2cImYX6/s320/renderNecroHut_v2.png" width="320" /></a></div>
Still has a lot of ways to go and I'm still not confident with the lighting of UDK yet, so I want to get more of an understanding and really try to nail it after textures. Thanks for looking!Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-75625618747609884222013-10-12T01:25:00.003-07:002013-10-17T16:01:19.478-07:00Character for Games (All put together)Here is a close to final for Kat -- she's still WIP (I can always tweak more), but I'm done for now. So in total the programs used were: Maya, Zbrush, Mudbox, PS, xNormal, Nuke, AE, Marmoset. Hope you like it!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhErQSDyEVUQ2jC9HcNx2SIPVy4O-JEeKOaukOd_VqhIJT8HexQKOqS77M2NNXaWH0KukVKMgfDAT9E7P2lb2XVhx0jARSPAkmqQVsIVIC9xoSkuXRFZEmdzcKpUv8dofeIdrZqYPwNq75n/s1600/Kat_Posed.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhErQSDyEVUQ2jC9HcNx2SIPVy4O-JEeKOaukOd_VqhIJT8HexQKOqS77M2NNXaWH0KukVKMgfDAT9E7P2lb2XVhx0jARSPAkmqQVsIVIC9xoSkuXRFZEmdzcKpUv8dofeIdrZqYPwNq75n/s320/Kat_Posed.png" width="266" /></a></div>
Another close shot Unposed:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim74zA-jQhNWxz6HGhVhOLd4EgWSj34HNMTKBlVb50FAkw9C_WsZhJ9nJIhxJ5H2K7fP6aJPDIzJ2ruMnSVV1MAAjzROnlNdPqymUaNFey_n90YGYOlLad9qNmzTHdY2c02oeeOwIh6yPo/s1600/Unposed_Kat_Face_Render.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim74zA-jQhNWxz6HGhVhOLd4EgWSj34HNMTKBlVb50FAkw9C_WsZhJ9nJIhxJ5H2K7fP6aJPDIzJ2ruMnSVV1MAAjzROnlNdPqymUaNFey_n90YGYOlLad9qNmzTHdY2c02oeeOwIh6yPo/s320/Unposed_Kat_Face_Render.png" width="320" /></a></div>
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And here is a video render (in Marmoset):<br />
<iframe allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/76670836" webkitallowfullscreen="" width="500"></iframe> <a href="http://vimeo.com/76670836">Kat Survivor (Game Character)</a> from <a href="http://vimeo.com/user18007627">Lucas Sparks</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
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LINK: <a href="http://vimeo.com/76670836">http://vimeo.com/76670836</a><br />
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Thanks! Also, feel free to email me with any questions or comments: sparkslucas87@gmail.comLucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-83804846026370994242013-10-12T01:23:00.001-07:002013-10-12T01:23:13.803-07:00Necros Hut (UDK Environment -- Blockin) I've started this environment project now based on this concept:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKMD3o7jQs10aYJUcXxiOFOfZURvs8-nlawbXeZSSlgk1UTQoQzZyZ-53VDUaydfPQ15oZLZmPf44Z2vz5ItWy9qD8KCs8Qftjk-YLHAQCEGKrFfKW2szFcj-Fj-_Vt-anqPENR5wgTNjI/s1600/NecrosHut+Concept+Exposure.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="220" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKMD3o7jQs10aYJUcXxiOFOfZURvs8-nlawbXeZSSlgk1UTQoQzZyZ-53VDUaydfPQ15oZLZmPf44Z2vz5ItWy9qD8KCs8Qftjk-YLHAQCEGKrFfKW2szFcj-Fj-_Vt-anqPENR5wgTNjI/s320/NecrosHut+Concept+Exposure.jpg" width="320" /></a></div>
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I'll be modeling it for game-use in UDK -- less modular than my less project and will most likely be more dense as well -- but I'm looking forward to trying some different techniques.<br />
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Here is the blockin so far:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfDOoHfRYDXlUBMHOrxHONJLOxIViHZodxB8or_DmBhSPZxrMY4pqGv-IYMy4pjuOevxW-M0ddOZC6eHHwc08_MMS_mWOgfCFhJLGlCQXF2QSqGHwW1Ph3YIR2uyStrpiGmn4t_vEQP3bN/s1600/NecoHutBlockin.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfDOoHfRYDXlUBMHOrxHONJLOxIViHZodxB8or_DmBhSPZxrMY4pqGv-IYMy4pjuOevxW-M0ddOZC6eHHwc08_MMS_mWOgfCFhJLGlCQXF2QSqGHwW1Ph3YIR2uyStrpiGmn4t_vEQP3bN/s320/NecoHutBlockin.JPG" width="320" /></a></div>
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And I've put together the hut (still WIP and not complete):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiagjOhBp-Sxx8RwAYEEWQotTR60qz7MWQSpkgEsNGVRbpaZrBRKdk6iO6-hqEHdLWXvfXO9YosJghdRBnARTXyG8cCv7r9rlp7ANA5p5Au9KT2LQk5NiWtZHBbnP9cTX9ec2h1WcO9otBo/s1600/necroHutRender.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiagjOhBp-Sxx8RwAYEEWQotTR60qz7MWQSpkgEsNGVRbpaZrBRKdk6iO6-hqEHdLWXvfXO9YosJghdRBnARTXyG8cCv7r9rlp7ANA5p5Au9KT2LQk5NiWtZHBbnP9cTX9ec2h1WcO9otBo/s320/necroHutRender.png" width="320" /></a></div>
<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com0tag:blogger.com,1999:blog-150506537435466689.post-24056512769139594382013-10-11T13:39:00.002-07:002013-10-11T13:39:11.561-07:00Ruined Lagoon (Environment for Games)This is an environment I wanted to create in UDK for my Environment class and to practice creating levels in engine, this was my first fully created level and fully implemented into a game engine. It was a long process, but the results were worth it!<br />
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I chose to base it on this concept:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKM8kHR2LwhzBAGxiNBxm7hQ7fFbp1y2e4_AHhLJ8QX_tbHSa0JbmSulWZdKqR7xQDBIohcsvziQ1LhIsE8jTNhVea9iQT7o7MkrTnqYNJl8P1txTsdJpFN2kSLSCWqtN_wt6S9flh-Dgh/s1600/Ruins+Concept.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKM8kHR2LwhzBAGxiNBxm7hQ7fFbp1y2e4_AHhLJ8QX_tbHSa0JbmSulWZdKqR7xQDBIohcsvziQ1LhIsE8jTNhVea9iQT7o7MkrTnqYNJl8P1txTsdJpFN2kSLSCWqtN_wt6S9flh-Dgh/s320/Ruins+Concept.jpg" width="320" /></a></div>
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(Thanks Tan for this amazing piece!)</div>
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And here are some of the assets I created, all of which I tried to make modular as possible to be used to expand the environment to a bigger scale (all snap to grid and connect):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0_1NuddEYnC28Ex8NHrb7xdEerKmtE0_5VCix-z3vZuQO8xfNPrtdagc_8rg5ofSNtqXIKND6tm7lQmzJVfCTWD073xPikSH3AgVerwCTTsuqAIf9ZXl1innMpJp2WYVZTsE52VmqsclZ/s1600/Large_Arch.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="309" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0_1NuddEYnC28Ex8NHrb7xdEerKmtE0_5VCix-z3vZuQO8xfNPrtdagc_8rg5ofSNtqXIKND6tm7lQmzJVfCTWD073xPikSH3AgVerwCTTsuqAIf9ZXl1innMpJp2WYVZTsE52VmqsclZ/s320/Large_Arch.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8mwUu2E8m8F-hLqOlsBBqn749YX9J6w1RUxqJuUmV8rSWaCqWRgHqLgAJ6VcOMMjYmzQDODAHh_uFhNXZo2nBRRfzfhASd_WT6o05qisMbYu4VlJRyT4DTKfmK_551uF0xfmtJFxpSRI/s1600/Large_Arch_Turntable.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="276" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8mwUu2E8m8F-hLqOlsBBqn749YX9J6w1RUxqJuUmV8rSWaCqWRgHqLgAJ6VcOMMjYmzQDODAHh_uFhNXZo2nBRRfzfhASd_WT6o05qisMbYu4VlJRyT4DTKfmK_551uF0xfmtJFxpSRI/s320/Large_Arch_Turntable.gif" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfFGrSpqyAQDtOv4KQrrawnu8qtgwb80zJc0TTBDo-QaI1_fjNrtnAnZ2wnI7i-d68rJwYTk1ZMDr43ymdgV19X564ogC4cWOJMozwPzRHQnwt0Kjh62pLVJbs14cSJTAga1MnbuIEoEbv/s1600/stairs.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfFGrSpqyAQDtOv4KQrrawnu8qtgwb80zJc0TTBDo-QaI1_fjNrtnAnZ2wnI7i-d68rJwYTk1ZMDr43ymdgV19X564ogC4cWOJMozwPzRHQnwt0Kjh62pLVJbs14cSJTAga1MnbuIEoEbv/s320/stairs.png" width="320" /></a></div>
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Ivy I made using leaves I modeled than baked down onto cards, all alpha based</div>
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and it is around 250 tris:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVcrL3sJAXrIeCCdJwbtCfV3L184RS03p3B81TERiI54iuN9k_sO4T5CIAcDpkjW18bXCtcAGTcFbc7tuPtfXNV_wniuIgwl7lmc_PSo2wHzIfWYOYrBayq3BX-csjDCdfaiw_IYdzQu4/s1600/ivy.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaVcrL3sJAXrIeCCdJwbtCfV3L184RS03p3B81TERiI54iuN9k_sO4T5CIAcDpkjW18bXCtcAGTcFbc7tuPtfXNV_wniuIgwl7lmc_PSo2wHzIfWYOYrBayq3BX-csjDCdfaiw_IYdzQu4/s320/ivy.png" width="220" /></a></div>
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I made a few of these broken "caps" to be put over other geo, to give the illusion of</div>
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broken up topology. It worked out well in the end (using an alpha)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEVeW_MvNGBeVhM_-T_t8-NKgwD5Jdq4XUHl4O2iiubdPuCpGOUPh-DPv3wwXaLoGskvF7Xw7cllNmdP_J-SgdtqAwU0e-0GHebXw_QJ8FKt2BqEy1gWCtwqrem_1XJVpMlEUITctI-cIA/s1600/Broken_Wall_Cap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEVeW_MvNGBeVhM_-T_t8-NKgwD5Jdq4XUHl4O2iiubdPuCpGOUPh-DPv3wwXaLoGskvF7Xw7cllNmdP_J-SgdtqAwU0e-0GHebXw_QJ8FKt2BqEy1gWCtwqrem_1XJVpMlEUITctI-cIA/s320/Broken_Wall_Cap.png" width="202" /></a></div>
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Rock/Ground base used it a lot in the map, even used it for the bigger rocks</div>
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that surround the lagoon:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbZ_7uiq3Vg5wJYR4Sfb1z_cwb4aXM4bjovIpB8zax_RT5XHjUEFKxQqkbIBVYvyyJXxfow6UpcSvVvVXa4JXI4pGTFbhmkrRbloWZXUwacs4zPwlWiCBKHuF-EDGBsQ6dkrIXJVUWGxv9/s1600/rock_base.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="203" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbZ_7uiq3Vg5wJYR4Sfb1z_cwb4aXM4bjovIpB8zax_RT5XHjUEFKxQqkbIBVYvyyJXxfow6UpcSvVvVXa4JXI4pGTFbhmkrRbloWZXUwacs4zPwlWiCBKHuF-EDGBsQ6dkrIXJVUWGxv9/s320/rock_base.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoGcIRqbW2xCOw3JR0dImtVhJVe8SNbBgscAhdznvIB_belRHf5tsyFFKpskN5PifBRmfpGQSPS8QP_uIn7ad8c9Z9_z6-1I2jC1qit2ccwyTixvdgco0dJWyCh2zkuf4pLCN7jPo4F3Ti/s1600/rock_base_wire.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoGcIRqbW2xCOw3JR0dImtVhJVe8SNbBgscAhdznvIB_belRHf5tsyFFKpskN5PifBRmfpGQSPS8QP_uIn7ad8c9Z9_z6-1I2jC1qit2ccwyTixvdgco0dJWyCh2zkuf4pLCN7jPo4F3Ti/s320/rock_base_wire.png" width="320" /></a></div>
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And a tree I made in the same way as my Ivy. Made a bunch of leaves, connected them</div>
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to branches and baked them all down onto cards. Colored each leaf in PS, the final</div>
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result came out really well I think! </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw4rY3NHEfL-cCcx107_ADbyQ5_gJ9zMLb5nfk2qMYbZoLrHbx-Ll4QRqyHhEfevimTMEuujGiFePjKqeqzXhSR9dPkxer2tooZldfh-qx40StjI_H6ChsVAzxYpV8yWYW40LjHzH7IGN7/s1600/Tree.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw4rY3NHEfL-cCcx107_ADbyQ5_gJ9zMLb5nfk2qMYbZoLrHbx-Ll4QRqyHhEfevimTMEuujGiFePjKqeqzXhSR9dPkxer2tooZldfh-qx40StjI_H6ChsVAzxYpV8yWYW40LjHzH7IGN7/s320/Tree.png" width="270" /></a></div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7vbkeZ8LEEyQvBuQbDoBbOQiGw7u8BW_SOh5VYLYjt5XPNKyrgUsiEV6qecIdTJLmYBO93-sLv2AwF14XjVLVSKuzjr_vZ7QvPKBB-HsjmhGFYFbCKF1byO8Ospnd6HtjWQ5cdzAeNNoD/s1600/treeSpin2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7vbkeZ8LEEyQvBuQbDoBbOQiGw7u8BW_SOh5VYLYjt5XPNKyrgUsiEV6qecIdTJLmYBO93-sLv2AwF14XjVLVSKuzjr_vZ7QvPKBB-HsjmhGFYFbCKF1byO8Ospnd6HtjWQ5cdzAeNNoD/s320/treeSpin2.gif" width="320" /></a></div>
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Thanks for looking! I'll post the entire level from UDK in a bit!<br />
Everything was created with: Maya, Zbrush, xNormal, Mudbox, Mari, Photoshop and rendered here in Marmoset and finally arranged in Unreal Engine.Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.comtag:blogger.com,1999:blog-150506537435466689.post-82127704501741508502013-10-07T23:28:00.001-07:002013-10-07T23:31:17.685-07:00Character for Games (backpack done)Similar to the shotgun here is my "finished" backpack (it's never truly finished...). For some reason I did most of the texture painting in Zbrush and got a lot of neat effects doing it. All of it was sculpted in zbrush and tidied up the textures in photoshop/mudbox. Also, I added buttons, because they look neat and give her more personality! The backpack is around 900 tris and uses one 2k texture (along with all the other accessories)<br />
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Here it is (again excuse the crummy gif -- im working on it...):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz47_sFGQyP6TYQeFC-Cri_od9gk9NSV9eP5rnvcBlf9lby-i_o-nWsm74-kmhQJ-Q_0OM83XCDtnaZhWQAO4728SZlcyGFdCvjnZAkuydTOtrAqVnBWR1Nwt6nl4xhVeOQtAYPRjk7ak5/s1600/backpack1.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz47_sFGQyP6TYQeFC-Cri_od9gk9NSV9eP5rnvcBlf9lby-i_o-nWsm74-kmhQJ-Q_0OM83XCDtnaZhWQAO4728SZlcyGFdCvjnZAkuydTOtrAqVnBWR1Nwt6nl4xhVeOQtAYPRjk7ak5/s320/backpack1.gif" width="320" /></a></div>
Direct Link: http://i.minus.com/ib0hrqjZfOFHFp.gif<br />
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And here are some images:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsFA0fZaZRwsW9LrfuQsPZO6T0beZ31ex96PgdGFjgPwpam4wAb8bhkMoPntTvgLc22BLK38YTrQcr0bAO6RjavM-WDSxzf9IFuQmwhiy8DzcsRP6ETiuNwbiGD3q3nLz8XZIsR6KsQIIo/s1600/backpack1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsFA0fZaZRwsW9LrfuQsPZO6T0beZ31ex96PgdGFjgPwpam4wAb8bhkMoPntTvgLc22BLK38YTrQcr0bAO6RjavM-WDSxzf9IFuQmwhiy8DzcsRP6ETiuNwbiGD3q3nLz8XZIsR6KsQIIo/s320/backpack1.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXOO62Qs6IHIctD_aDgGooGMcw1VXrX0ZM_Co5xacwKvYG3srIJ7bBtSY5lqNXCrC4DpBOPkSuF5vONVcyX3Al5sdBoVNYrHL5_KMbRxhBz4HzGnFiEkOKLAFSu5raDciCwEEqLHvrHJ6B/s1600/backpack2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXOO62Qs6IHIctD_aDgGooGMcw1VXrX0ZM_Co5xacwKvYG3srIJ7bBtSY5lqNXCrC4DpBOPkSuF5vONVcyX3Al5sdBoVNYrHL5_KMbRxhBz4HzGnFiEkOKLAFSu5raDciCwEEqLHvrHJ6B/s320/backpack2.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWxYQiY46igyLkRI-SOQLg6xz3JYdkusR_xdH7_LcCDQsDkOHSm05yMNQV1VEeHlbFAwn90gkJDHVjPeL-z2i0ag4THNanHITw0rLU2uoT9V3YgaAaeQy5RF8zyuxAprTFhWv2OThNjF_5/s1600/backpack3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWxYQiY46igyLkRI-SOQLg6xz3JYdkusR_xdH7_LcCDQsDkOHSm05yMNQV1VEeHlbFAwn90gkJDHVjPeL-z2i0ag4THNanHITw0rLU2uoT9V3YgaAaeQy5RF8zyuxAprTFhWv2OThNjF_5/s320/backpack3.png" width="320" /></a></div>
<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.comtag:blogger.com,1999:blog-150506537435466689.post-70579876508487961632013-10-07T22:33:00.001-07:002013-10-07T22:33:34.874-07:00Character for Games (Shotgun (finished))Here is her shotgun, I did some minor changes due to realism of the gun itself and practicality. It was a simple box model in Maya, fixed in Zbrush and textures painted in mudbox/ps(some ddo)/zbrush and displayed in Marmoset.<br />
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Hope you like it (please excuse the crummy gif):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-ClpjNg0XTU6gMnLDWQegAw2DXMI_IEff0edPXbnI-LHVZ3qyTGyqvuTdhG8lTLy_y4tVMfR60ivV5KzqmeT9izQm7DxAfecFF0CtymF6S4AYVGivK9PJJOMKKpJDeM8wI3XjGNyh7D46/s1600/1.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-ClpjNg0XTU6gMnLDWQegAw2DXMI_IEff0edPXbnI-LHVZ3qyTGyqvuTdhG8lTLy_y4tVMfR60ivV5KzqmeT9izQm7DxAfecFF0CtymF6S4AYVGivK9PJJOMKKpJDeM8wI3XjGNyh7D46/s320/1.gif" width="320" /></a></div>
(direct link: http://i.minus.com/ibhTXffCJKXQoq.gif )<br />
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Image:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9SVKF2DynKpT6zDUg93Dv-YZxsNL1I0T97CM1kB3JsXSDJyKTDsaWbvQzM2FaLGb4YHLpmbI7ofa1G6w_09EZ6MefO4b2r567DkeMJjU_zZitq0_iNYfb35OT7MWyMEHRYAvjWgpAcCcX/s1600/shotgun2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9SVKF2DynKpT6zDUg93Dv-YZxsNL1I0T97CM1kB3JsXSDJyKTDsaWbvQzM2FaLGb4YHLpmbI7ofa1G6w_09EZ6MefO4b2r567DkeMJjU_zZitq0_iNYfb35OT7MWyMEHRYAvjWgpAcCcX/s320/shotgun2.png" width="320" /></a></div>
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(I'll be posting more soon!)Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.comtag:blogger.com,1999:blog-150506537435466689.post-16336117696932570692013-09-23T22:53:00.001-07:002013-09-23T22:53:28.184-07:00Character for Games (Texture Base Blocked in)This is Kat (that's what I named her...) with texture blockin and some base diffuse coats. These textures were quickly made in PS and Mudbox to just get an over blockout of her color:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxxxR_PPTMAXq0jFUEfqjdqnkMXsDX5O-nM4zPYET4wtolj5BWAuneKeg4SKlkz1IkDAXXWE_i2DoRKKoDXZfF7qkbJ7HFfGeobd2WU6x358Omt4jTsmfLPVwdV2gvBt_7IMhoTaYIiCGT/s1600/Kat_Test_Shot_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxxxR_PPTMAXq0jFUEfqjdqnkMXsDX5O-nM4zPYET4wtolj5BWAuneKeg4SKlkz1IkDAXXWE_i2DoRKKoDXZfF7qkbJ7HFfGeobd2WU6x358Omt4jTsmfLPVwdV2gvBt_7IMhoTaYIiCGT/s320/Kat_Test_Shot_3.png" width="191" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhblhYJwdPk48RVf7tGdnzWxy-lw98Os-tGtHbyjEHUxlXeB9oJz3zZWE4Z5PwsWMRWX_JW7LqLYiTN7r25mMgzOJrdyIhwjLjkjPw4WzgbkdKoJsD49EGyBIj28Ca6-JHJ9aH4oLIGI6QT/s1600/Kat_Test_Shot_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhblhYJwdPk48RVf7tGdnzWxy-lw98Os-tGtHbyjEHUxlXeB9oJz3zZWE4Z5PwsWMRWX_JW7LqLYiTN7r25mMgzOJrdyIhwjLjkjPw4WzgbkdKoJsD49EGyBIj28Ca6-JHJ9aH4oLIGI6QT/s320/Kat_Test_Shot_1.png" width="207" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9IJIPw6WjBeDEk3pT3m7BdSAiGsdyaPOJkxmdkZSWD4-zq87SIpe7BwEAx4t8gW_Rep0lV5XCH-5Eqew1iNGsFNzTnGJSsOfaikam86oxWGETj4ldu4CRh9_3U3JP020oOt_9ZIt67tB0/s1600/Kat_Test_Shot_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9IJIPw6WjBeDEk3pT3m7BdSAiGsdyaPOJkxmdkZSWD4-zq87SIpe7BwEAx4t8gW_Rep0lV5XCH-5Eqew1iNGsFNzTnGJSsOfaikam86oxWGETj4ldu4CRh9_3U3JP020oOt_9ZIt67tB0/s320/Kat_Test_Shot_4.png" width="213" /></a></div>
(Still very much a WIP)<br />
<br />Lucas Sparkshttp://www.blogger.com/profile/10294714774969337155noreply@blogger.com