Archive for 2016

Quiet, but Busy

In the last few months we have been working on a small game with a couple of programmers and a sound Designer.
And I’d like to show some early progress!

All I can say its a game based around the 1930s in an alternative world, and that we are using a cell shaded style inspired by the traveling posters from 1920. I am however pretty excited and hopefully I can show more of the game soon.

room

piano

fascinatorlady

mansion_hall_stair_pillars

eveningladies1930

tuxedogentleman

servants2

Published on: 25 November 2016
Posted by: Paco Casares

Medieval Lion Tower Door

Paco Casares

Iray Preview

Door In Substance Painter with breakdown
Door In Marmoset
3ds max

3ds Max
Zbrush

ZBrush
Sp icon color

Substance Painter
Topogun2

TopoGun
Toolbag

ToolBag

WirePreview
sculptPreview
TexPreview

About

A lookout in search of a beast, the tower is situated in the middle of the valley to find the Jabberwocky. The goal of the project was to create an environment that sports PBR rendering while maintaining a painterly effect. Inspired by an illustrator artist based in Melbourne.

Methodology
  • Environment Design and planning
  • Asset Parts preparation in 3D Max
  • Digital Sculpting in Zbrush
  • Retopology low-poly parts
  • UV Unwrapping
  • Texture Baking Transfer
  • Texturing in Substance Painter

 

Published on: 24 March 2016
Posted by: Paco Casares

The Legend of Zelda: Twilight Princess HD, as a texture artist

Today is a very big date as the game that I contributed back in 2014~2015 is released today and I can finally disclose that I worked on Zelda, Twilight Princess HD as a re-texturer and environment modeller at Tantalus

For the full featured and detailed trailer, click here: https://youtu.be/-CfW2hpHoNI

It has been a fantastic experience, and very unique workflow as well on how to re-create texture that already exist, and also on how to improve a game that was highly acclaimed back in 2006. I worked mainly on recreating the textures for the temples and enlarging the textures with a fantastic team of texture artists. Mainly did work for Arbiter’s Grounds with Dylan Beazley. I also re-made textures for Temple of Time, City in the Sky, Twilight Palace, Re-skinned some of the props such as the Compass and Weapons, And cleaning and up-rezed a lof of the characters, enemies and bosses.

The following screenshots contain my texture work:

This are captured from the trailer.

triforce

Worked on the engravings and alphas

templeArbiter2

Worked on floor and wall textures

templeArbiter

Worked on the engraving and wall textures

shadowCarrior

Re textured the flying enemy (Shadow Carrior)

boar

Re-textured the boar

wheel

Re-textured the Wheel and centre piece

 

12791114_10206156766178450_451354854747195953_n

These are all game screenshots. And the work I did, I did not do the original textures (as they were from the 2006 game) Some of the textures were incredibly small to fit in a gamecube disk. So a lot of love went into it 🙂

Published on: 5 March 2016
Posted by: Paco Casares

Gnomon Live Australia

The first Gnomon Live Outside the US! I shall use this post to edit, add details.

gnomonLiveAustralia

The opening speech was a general introduction and emphasised more on talking about how Star wars made an impact on artists, Some din’t mean much, others when young made somewhat a bigger impact. some made a much bigger impact (Blizzard art director) Cleary defined how episode 1 to 3 art books made him consider more his current Role.

On Saturday morning I will see the Jonathan Berube Demo.

Published on: 5 March 2016
Posted by: Paco Casares