Here’s a quick look at some effects I’ve been working on using Cascade in UDK. The first few are for in-game use in Jeklynn Heights (level up, bee swarm, oil spill, and burnt hit), but are still subject to change. The other two at the end are just some sci-fi experimentations (celestial event, and an energy rifle muzzle flash). I might post up some more of these in the near future. Working on the front-end UI has been consuming most of my time, but I love to play with Cascade, materials, and effects, and will be back on those soon.
Effects: Level Up
Quick capture of the level up effect I’ve been working on, with the Thief character in Jeklynn’s “Slums” environment. Also shown, but not really featured in this are some of the foliage grasses up front that I finished off a while ago, and the turmoil weapon equipped on the thief.
Here’s another environment I put together for Jeklynn Heights. Same as the last post, I worked on the grass, weeds, flowers, terrain textures/materials and sculpting, level design, asset placement, lighting and post processing. The speedtrees, fences and houses were created by my colleagues at Vex.
Here’s a few shots of my recent work at Vex, which has been creating foliage assets and terrain materials. There are a few assets made by other artists at the studio (such as the fences, speedtrees, and archways), but all of the grass, weeds, flowers, textures, terrain sculpting, terrain materials, asset placement and lighting was done by myself. I also modeled/textured the rabbit hole and signpost shown in the third image, which is used as a portal-like method of travel in-game.
These were taken in real-time using UDK in my asset testing map for Jeklynn Heights.
Here’s a few examples of the kinds of terrain materials I’ve been working on (some used in these shots). These were a mix of hand-painting and photosourcing, some more than others depending on the purpose and screen coverage of the material. Screengrabbed out of the UDK material editor.
Modular Checkered Floor
Another asset done for Jeklynn Heights, sculpted in ZBrush with hand-painted textures.
Get it??? Turmoil?? Yeah, well, it’s a weapon that I’ve modeled and textured. I’ve also worked on the effects for the oil it shoots out (as well as a few different puddles of oil), which I’ll post up when possible.
Recently modeled and textured this in-game asset based on a concept provided by another artist at work (I’ve been working at Vex Studios as an environment/effects artist). Textures are almost entirely hand-painted. As a side note, there is also an inside to this building (contributing to the tri count), which I may be able to show soon. Keep an eye out for it in the future release of Jeklynn Heights.
Hand Painted Again
Another quick “icon” style.
Quick one, this time going for an “ability icon” kind of thing.
WIP: Started with just making a bust. After that, I ended up concept sculpting some more intricate armor and extending into the start of the body.
I just finished working on this recently—made it for a friend’s UDK scene. He needed a centerpiece of sorts, and supplied me with a z-sphere armature to determine the shape and size. From there, I sculpted the dragon head, and then retopologized it (being slightly generous with the tri-count, since it is a custom piece), and UV’ed it before handing it back off to go into his scene. The last two shots are of his scene, which is still a work in progress (check him out—Jon Criner) and congrats to him for landing a job at 38 Studios!
Get Off My Lawn
WIP bust of someone who just is not particularly happy.
Hand Painted Practice: Old Man Edition
Another round of some digital painting, again around 1.5 to 2 hours. Doing these portraits has been pretty interesting. There’s definitely a process of learning about the subtleties of color in different areas of skin involved, and I am building an appreciation for the work that goes into texturing characters. Although I have been texturing for a while, I still feel like I can improve immensely through this kind of practice.
On a side note, both of these paintings were actually done before I started the Yachiru sculpt, I’m not sure why I waited to post them after.
Hand Painted Practice
Digital painting is something I very much enjoy, even though I feel like I still have a lot to learn. I think my texturing on higher-res assets could definitely benefit from some dedicated practice (well, I guess any kind of hand-painted assets could). I do find a lot of fun in it though, especially the notion of speed painting and allowing myself to loosen up and not worry as much. With that said, this was done in about 1.5 to 2 hours if I remember correctly. One thing is for certain though, I do plan to spend more time practicing and applying this mindset to some future assets (I already have been with the Yachiru sculpt, but I’ll update on that later).
For this one, I used some reference of Robert Downey Jr. in character as Sherlock Holmes.