Going back to the basics and messing around with some fun stylized shapes and colors.
Sunday, October 5, 2014
Tuesday, July 22, 2014
Monday, January 20, 2014
Saturday, September 14, 2013
Monday, August 26, 2013
I decided to take the previous dragon totem a bit further. I wanted this totem to be about an ancient Serpentine (more like Dragon-oil) culture that build a totem to honor their metal crafting trade. I added an anvil, hammer, and banners on top floating debris/roots. Also taking another pass with the colors...=)
Tuesday, August 6, 2013
Sunday, August 4, 2013
For an anniversary gift I decided to make a quiver based on the style of a Skyrim armor set. <3 I am pretty happy with how this experiment turned out. Put to the test my SO finds it comfortable and it holds up well at the range. Building the quiver was fun and a big learning curve since it took quite some time to figure out how the multiple layers would puzzle together, cut out, dye, and sew together.
I also decided to quote our favorite range in San Diego on the back of the quiver. ;)
"To Generous Souls, Every Task is Noble"
Keeping with a dragon theme I decided to push the design of the rocks to look more like horns. Since I began the texture in gray scale it is easy to do a first color pass by overlaying a color layer in PS. In the first concept I used warmer tones for the dragon stone, yet I decided make the totem a bit more serene by making the stone cooler, adding a mossy green to the rock/horns, and warming up the metal for contrast. Next I would like to spend some more time on the color variation, foliage, rock/horns, and build out the back.
Monday, July 29, 2013
I had some good time today to block in the basic low ploy geo and gray scale texture. Getting the major components blocked in quickly allowed me to make a few design changes that work better in a 3D scene.
WIP Low Poly Block-in:
WIP Low Poly Block-in:
If the project requires minimal texture shaders and will be low poly, then my first draft texture sheet is typically very straight forward and I am not too worried packing textures...yet. Starting off with a quick texture block in by cutting out sections of the concept and pasting them onto the texture sheet. This way I can quickly model and cut into a flat plane to build the basic structure and help reduce UV unwrapping time. Once most of the puzzle is blocked in 3D and am more certain what will be tossed or kept, I will then put detail in the model and rearrange the uv's for optimal texture resolution. Below is a quick example of using the concept for the 3D texture:
Next up I will be adding more detail to the geo to push the silhouettes. Also testing out texture color and revising the values/ details.