For a little practice working with the Unreal Editor, I decided to throw one of my recent projects into UDK. I wanted to show that I could place static meshes, create terrain and create basic materials in Unreal. I also worked a little with lighting and created a panning skybox. The main scene was modeled in Maya. The textures were made in Photoshop with normal maps generated with ZBrush, xNormal, and NDo2.
Tim Reed - Environment Artist
Monday, March 4, 2013
Some ZBrush Stuff
Plants
Here are a couple of quick renders of some plant work I've been doing for a project. The dinosaur was modeled and textured by Dennis Bruber.
Thursday, January 24, 2013
Hulk Buildings Detail
Here's some more shots of my work on Sega's Incredible Hulk game. These show a couple of the landmark buildings I made, and the high poly models I used to generate normal and parallax maps for them.
NYC City Hall |
NYC Courthouse |
From left: Diffuse, Spec, Normal, Parallax(red channel)/Emissive(blue and green channels |
High Poly Models
A few close ups of my high poly modelling. These were all made for Edge of Reality's unreleased game, Cipher Complex using Silo and Maya.
Monday, January 21, 2013
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