Copyright: SEGA, MARVEL
Sunday, July 31, 2011
Captain America: 3D Model 'Madame Hydra'
Madame Hydra was the only in-game 3D character model and texture I did for Captain America DS. A basic model, I just had to match the texture style that was on the other existing characters as well as her concept art. I would of loved to push it further.
Copyright: SEGA, MARVEL
Copyright: SEGA, MARVEL
Captain America: Cinema Screen
The Captain America DS cinema screen in what it was originally supposed to look like. There were supposed to be two other panels to go with this one, but only this got made. This one had to be modified to remove Captain America.
How do you like my 'Big-O' and 'Shadow of the Colossus' mash-up with the giant robot sleeper?
Copyright: SEGA, MARVEL
How do you like my 'Big-O' and 'Shadow of the Colossus' mash-up with the giant robot sleeper?
Copyright: SEGA, MARVEL
Saturday, July 30, 2011
Captain America: Concepts
I was brought in late to the project to make sure it finished. I did some art for it. Good times.
Concepts for the crawlers. I had fun with these:
Copyright: SEGA, MARVEL
More Iron Man 2: 3D Models
Might as well post a couple of model images from Iron Man 2 DS. They're not doing a whole lot sitting on my hard drive. As before, did the models and textures:
Copyright: SEGA, MARVEL
Copyright: SEGA, MARVEL
Friday, July 29, 2011
Kung Fu Panda 2 DS
Helped out on the Kung Fu Panda 2 DS title. Did a combat 'arena' with a city background, really nothing too special. Made the geo, textures and lighting... so, everything you see in these shots (except for maybe a few textures). I'm not sure if it got into the final game like this, or if it was modified and changed. I was only on the project for a week and a half and working on another game at the same time. If I had more time I would of added more detail, but then again I think I was already pushing the poly limits in certain camera views. The whole scene (and I do mean everything) was around 3500 polys.
Here you can see what the scene looks like in-game and what it looks like at the polygon level with the textures and vertex lighting removed.
*Secret revealed* the far buildings are nothing more than single poly planes with the textures and vertex lighting doing all the work.
Something that might be of interest: there wasn't any hardware fog in the scene. The atmospheric effect was created mainly by vertex lighting.
Copyright: Dreamworks
Here you can see what the scene looks like in-game and what it looks like at the polygon level with the textures and vertex lighting removed.
*Secret revealed* the far buildings are nothing more than single poly planes with the textures and vertex lighting doing all the work.
Something that might be of interest: there wasn't any hardware fog in the scene. The atmospheric effect was created mainly by vertex lighting.
Copyright: Dreamworks
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