Archive for March, 2016

Medieval Lion Tower Door

Paco Casares

Iray Preview

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

3ds Max

Sp icon color

Substance Painter





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.

  • 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

Lion Doors

Rendered in Substance Painter

Rendered in Substance Painter

Showing the different textures on model

Showing the different textures on model

The next sculpt on the works almost ready for the retopology stage

The next sculpt on the works almost ready for the retopology stage

Wireframe using decimation master

Wireframe using decimation master

Published on: 17 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:

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.


Worked on the engravings and alphas


Worked on floor and wall textures


Worked on the engraving and wall textures


Re textured the flying enemy (Shadow Carrior)


Re-textured the boar


Re-textured the Wheel and centre piece



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.


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