Monday, December 1, 2008

Rocked...

So, I threatened to do a rock after my tree and it turns out it looks just like a rock I'd done awhile back. I guess once you have it in your head what you think a rock should look like, that's the rock your going to make everytime. I modeled the bottom to be more flat and layered, that way I could get use the same rock and get different looks by just rotating it around. Here are some renders.


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Friday, October 3, 2008

Zbrush time

Ok, so my current task for HaloWars is to create a dead tree. I've done several of the trees in the game, so I have a pretty good feel for what it takes to make a tree look good from game view (small textures, low poly count, and alphatest). I wouldn't normally us Zbrush for any small RTS type object because you lose all the cool detail Zbrush gives you when you have to crunch the textures down, but I need to start using it more so I'm going to be less productive than normal. I first had to watch all the tutorial videos from the web because all the teachings of Paul Warzecha had somehow managed to fall out of my brain. After watching those I got to it. Here is my model I imported in from Max with UV's already layed out. Added several SubDivision levels and got to sculpting. Zbrush is really cool and the hardest part about using it (besides the ui), is trying not to put too much detail all over the place. Anyway here is what I ended up with. After importing this object into Max to create my normal map (ZMapper=not nice) and working up the diffuse and spec textures, it actually turned out ok. Oh btw, I used alpha'd poly's to create all the branches in case you were wondering :) Sorry, but I'll post some images of the finished tree once the game ships.

Felt good to use Zbrush again and I'm itching to do more now. How about some rocks!

Wednesday, October 1, 2008

Age of...biggest game ever...so we thought

Not many people were real excited about the time frame of AoE3, but the artists were excited to hear we wanted to make the best looking game possible and not be restrained by the nature of the RTS. With that in mind most of our poly counts tripled from what we had been doing for AoM (now that I look back, I think we tried to go too low on AoM). Age3 was a content monster and ES was hiring as many folks as we could. It's amazing the amount of talented people we could find that actually wanted to work on this game and for this company. We separated the art leads up into different areas of responsibility and I was in charge of the random maps, buildings, homecities, and eventually a thing called Grand Conquest, but it got cut due to time constraints. I originally made that parchment paper looking map for the grand conquest screens, but luckily it wasn't wasted (I spent a month work on that thing). Turns out that was the one piece of my art that got plastered all over the UI and webpage, so that was really cool.













Mock-up images. This early homecity image changed the way the game looked completely. It was the testing ground for all the new shaders that made Age3 look the way it does. Huge kudos to Scott Winsett and Rich Geldriech for all the heavy lifting in that area. Other mock ups include a train, that I worked on for a company intro movie; early towncenter line up; homecity shipment objects and building construction stages.

Mock-up movies. This hand animated barracks destruction mock up was our first attempt at in-game destruction. We used Havoc in the end, but this was kind of where it all started. The stream mock-up was an idea I had using the same tech that created the trade routes. It's a mix of 3D objects, decals, and particles.



Here are some building textures from Age3. I always like showing my textures since that is where I spend most of my time working. I'm not going to post any normal or spec maps from Age3 because they were just black and white CrazyBump creations based off the diffuse texture.



Tuesday, September 30, 2008

X-Pack time

As always, we have to put out an expansion game to all our titles. I was given the lead role on the game, which at the time I thought was awesome, but it really set my art work back because I was now managing other artists more than I was working. Not a good thing for someone as green as I was, but we got the game finished. Here's some x-pack stuff I got to work on. I'll try and and get more texture sheets posted when I find them :)






My first love...AoM



Age of Mythology was the first project/game that I really worked on. I was part of the Age2 team but my only contributions to the game was pretty much only grunt work. I started out working on terrain for AoM, but quickly found that buildings and structures best suited me. I worked on all the Greek and Norse buildings in the game and some Egyptian. Here's a couple of images I've gathered together...









Hello Blogger's

my first post of my first blog. exciting stuff. thought this would be the best way to post some of my 9 years of work at ensemble studios. i'm sure everyone has heard, but in case you haven't; microsoft has decided to shut down the studio after the completion of halo wars. so with that i'm in the process of gathering up as much of my work as i can and share it with the world, not to mention the possibility of helping me find anther job so i can feed my family :)