Showing posts with label photoshop. Show all posts
Showing posts with label photoshop. Show all posts
Tuesday, November 1, 2011
Current Progress
Still chomping away at this bit in class, and it's looking better and better! Added in more natural features like trees, rocks and tall grass, the latter probably unseen in these screenshots, as the environment isn't well populated with them yet. But hopefully with time it will, and it will look far more natural than it is now. As well I've added more assets, namely the large glowing dial to give the area a more mystical temple ruin look to it.
I addition, I'm planning to add a couple towns/villages to the world in separate Unity scenes. the concept art is for the second one, its entrance will be toward the end of the graveyard/temple area. The other one will have a more classic medieval town feeling, while this will be more earthy, the village being merely wooden houses built into the sides of a deep ravine.
Tuesday, May 17, 2011
Graveyard Update!









I've been really busy over the past month or so since I've last posted. Been working hard at my modeling unwrappping and texturing methods over the time. Over time, the project has become partly a collaborative effort, thrust forward by my teacher. The spur of the moment idea was great though! It's opened up the world to include something strange and out of the ordinary for it! The temple structure you see was modeled by my classmate and good friend Richard Perez. If you wish to see his work, visit his blog at richardvp.
Thursday, March 10, 2011
Saturday, March 5, 2011
2954 Concorde

I had finished modeling it on Thursday, and in a fit of boredom, I took an unextred render, put it in Photoshop to try and get an idea of how I would like the car painted. The painterly look I put on it looked too good to just have for a simple composite. I saved an image with the background set transparent and dropped it into Illustrator, with the outcome being this neat little vintage-styled print ad.
Thursday, February 24, 2011
Wednesday, November 17, 2010
Spooky Graveyards n' Stuff!



Working on the more prominent assets of the level. Hopefully I can get an alpha done in the next 2 weeks.
Saturday, November 13, 2010
Update!




Been working my ass off. There's more than this, will post on Monday when I get to the studio for more images.
Tuesday, August 31, 2010
3D'd Texture Test!

Sometimes textures look great, looking flat and perpendicular to your face. However, in the 3D realm of games and animation, it could look way different when tiled, lit lowly, and viewed from a different angle other than head-on in Photoshop's window. So far, I'm very pleased with what I have done. I've grown much in putting more and more dimension into my handpainted textures, adding more darks and lights to make it feel like there really is depth to it, starting from the brick walls back in May, to the summertime stone floor tile, to the wood that I've started and finished yesterday. And I hope to grow so much more with this. My next challenge: metal! Hope it turns out well when I get to it!
Monday, August 30, 2010
OMG Morning Wood!

For the longest time I've had nothing but complete and total trouble (though not as much as typing on this stupid Apple keyboard with the flat keys in the animation studio here at Rio Hondo College) with creating a decent wood texture, be it a photo-collage, or hand made. But within the first two hours of class I managed to start and bring something that looks this good from where I was to near completion. I think I'm finally breaking through the blocks that have been holding me back. Things are going nowhere but upward from this point onward.
Wednesday, August 25, 2010
Saturday, June 19, 2010
STONEWALLED
Semester's over, but I'm still working my ass off. My latest textural endeavour is this nice little quad-tiled stone wall/flooring.
Friday, May 14, 2010
All In All...
...you're just another brick in the wall. -Pink Floyd
Working on the brick texture for my new project, going for a more handpainted/Blizzard style of texturing. Personally, I think it's going along great.
Working on the brick texture for my new project, going for a more handpainted/Blizzard style of texturing. Personally, I think it's going along great.
Saturday, April 24, 2010
OMG UPDATE!
Been working pretty hard these past few weeks getting the spaceship completed. I still have an array of textures to make, apply them, and put it all into the engine. As well, I had to step up my job hunt, which paid off, as I will now be working come May. Anyway, here are the screenshots straight from the Unity engine:






Wednesday, March 24, 2010
BUY MY MODELS!!!!
In an effort to work myself harder on improving my work (and earn some much-needed money), I've decided to put my better models up for sale over at turbosquid.com!
BUY MY STUFF!!!
http://www.turbosquid.com/Search/Artists/AmarantusDesign
BUY MY STUFF!!!
http://www.turbosquid.com/Search/Artists/AmarantusDesign
Tuesday, March 23, 2010
WIP Updates
Because some of the rendering I showed in a previous post weren't really up to date, I've decided to post the most up-to-date shots of my work.

The atomic generator's tesla coils have their texture complete and applied, now, as well as the support beams that will be used throughout the ship. I'm very satisfied with how the brushed metal came out on the orb at the end of the coil. Looks absolutely brilliant!

As stated before, the computer and mainframe has been completed for quite some time. The large levers and analog gauges are textured and applied, completing the control console. The mainframe is pure image mapping. Tape spools and all slapped onto a cube, but still cleanly done nonetheless.

The atomic generator's tesla coils have their texture complete and applied, now, as well as the support beams that will be used throughout the ship. I'm very satisfied with how the brushed metal came out on the orb at the end of the coil. Looks absolutely brilliant!

As stated before, the computer and mainframe has been completed for quite some time. The large levers and analog gauges are textured and applied, completing the control console. The mainframe is pure image mapping. Tape spools and all slapped onto a cube, but still cleanly done nonetheless.
Monday, March 22, 2010
Current WIP: Zombie Cab
Between working on my class assignment, The first Imagine Cup Project and gearing up for what will hopefully be my second IC assignment (I couldn't find a way to log on to the US site, so I might be SOL--I'll find out in a few hours), I feel like I'm going to experience a severe case of burnout, if I don't have something to keep my mind busy. So, I decided to take on another little side project: building the Zombie Apocalypse Marathon Checker cab.

The progress is going well, and I'm currently working the hood. Hopefully when it's done, it'll look a lot like this:

The progress is going well, and I'm currently working the hood. Hopefully when it's done, it'll look a lot like this:
Monday, September 28, 2009
Stoned: The End?

Oh man I hope this is good enough. This little square has been splitting my mind in two for the past two weeks!
Update tomorrow afternoon after critique.
Thursday, September 24, 2009
Stone Wall: Update
CLICK TO ENLARGE

Just got into the animation lab, nabbed the last available computer station with a graphics tablet and added this little afterthought: if this temple has been sitting in a dense, humid jungle, wouldn't there be growth on the stone? So I dropped the file into Photoshop and added an extra layer under all the shading & highlights and put in some moss. The professor has yet to see this, so I might update this with the result of his critique and a possible updated version.
UPDATE: Prof's review.
Dimension: check.
Texture: check.
Natural looking: not so much. Some of the brushwork is too patterned and lost some of it's painterly look. Gonna have to look up some links, and go for another back-breaking evening at home adding more detail to this until it's perfected.

Just got into the animation lab, nabbed the last available computer station with a graphics tablet and added this little afterthought: if this temple has been sitting in a dense, humid jungle, wouldn't there be growth on the stone? So I dropped the file into Photoshop and added an extra layer under all the shading & highlights and put in some moss. The professor has yet to see this, so I might update this with the result of his critique and a possible updated version.
UPDATE: Prof's review.
Dimension: check.
Texture: check.
Natural looking: not so much. Some of the brushwork is too patterned and lost some of it's painterly look. Gonna have to look up some links, and go for another back-breaking evening at home adding more detail to this until it's perfected.
Tuesday, September 22, 2009
STONED.
CLICK IMAGES TO ENLARGE

Original design in Corel Painter

Redone with Corel & Photoshop
So I took my texture in to work with my professor, and he gave me lots of help with improving my texture and giving it MUCH more depth! I've been working on it all evening to get it done. Was it ever tedious! But I guess this is what you have to go through to make it in the industry. My back is bloody stiff, but the outcome of this justifies it quite well and I'm very satisfied with this.

Original design in Corel Painter

Redone with Corel & Photoshop
So I took my texture in to work with my professor, and he gave me lots of help with improving my texture and giving it MUCH more depth! I've been working on it all evening to get it done. Was it ever tedious! But I guess this is what you have to go through to make it in the industry. My back is bloody stiff, but the outcome of this justifies it quite well and I'm very satisfied with this.
Classwork: Textures
CLICK IMAGES TO ENLAGE

Wood plank made in Photoshop

Stone wall made in Corel Painter
I've been working ahead and started to put together some textures for my class assignment and mapping to my Blender composite. I'm looking for a painted look in the way Blizzard does theirs. I've been working with my professor to try and flesh them out as they are far too flat.

Wood plank made in Photoshop

Stone wall made in Corel Painter
I've been working ahead and started to put together some textures for my class assignment and mapping to my Blender composite. I'm looking for a painted look in the way Blizzard does theirs. I've been working with my professor to try and flesh them out as they are far too flat.
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