Tuesday, August 23, 2011

Day 28


Smoke plumes. This whole plume is one massive shader on a flat plane.


Day 27

Some particle work for my production team. Fancy capture point zone markings.

Day 26


Another painting started, though nothing super interesting.

Day 25

Its a painting. Of a tree.

Day 24

Finished and sent off to the rigger. The tri count was known before hand (and is super high) but it was needed for all the interior detail.

Day 23

The spec map. A good friend and talented artist Chris Rice told me Spec maps should never be black and white. I took it too a new extreme.

Day 22


And a normal map! In the endless debate between the nvidia filter and crazy bump I choose both. I tend to use the filter more, both for its "in photoshop" functionality, and I am more familiar with the per pixel result I can get, though I do use crazy bump for organics.