Category: Working Project

More Work in Progress Shots

So I just realized, although I have been pretty busy with freelancing work, I am barely posting the stuff I am doing lately. I wonder why? well to be honest, maybe it is not crazy exciting work? Or I do not feel like entitled to show? or maybe it is not good enough to show? But I would like to change this. I have a website that I am pretty proud of. And I would like to use the Sketchbook Book to show exactly that. Work in Progress shots that are simply ordinary and simple work. Does not have to be mona lisa. But I would still like to show that I am active and doing a bunch of stuff.

Projects I have been working for Plattar: make a Product showcase for an Olive Oil with a cooking recipe animation in Augmented Reality, and an Engineering company doing some animated infographics.
I have also been working for Phoria, making a before/after scenario for a gallery in construction in Abbotsford Convent.

I converted scan dense complicated data into Low poly to use for Mobile and then created a variation on what it would look life after it has been repaired and use for functions and Galleries.

In the meantime I have also been making a world map view of the convent to complement with the Laundry, an art style is still in need to be set for the map view.

I might show some work in progress shots for the other projects I have worked for. Keep tuned!

Published on: 18 April 2018
Posted by: Paco Casares

Environment Sketchpost Feb 2013

I am currently following the Monthly Noob Challenge on Polycount. I am learning tricks here and there and I have learned a number of things!

I am building a environment portfolio and self teaching in 3ds max, UDK, zbrush and topogun, and a better workflow.

I wanted to upload images of work that I have done so far in the last 10 days.

My aim is to at least make high poly baked assets for games, at least the walls, floor and pillars by the end of this month.

Ideally is to also have the door, statues and plants/trunks inserted as well.

Production stages would be ideal! My plan is, if I do not finish this by the end of the month, currently I am learning new zbrush tricks and shortcuts to have a faster turnaround with assets.

Polycount Challenge.

 

Things that I have learned in the past two weeks:

 

Orb Custom Brushes – Making interesting brushes to give details faster to objects

Vanity Tool for Photoshop – To figure out sizes of probs and objects in concept art

Carapace Epic Tool – To figure out perspective lines in drawings

Environment Sculpting – This is an amazing link to tutorials on how to sculpt environments.

Generic Wall Tutorial – I found this tutorial very helpful! and a very fast workflow to have high poly meshes done quickly.

And of course, this thread is pretty useful too as people are helping out a lot – Polycount Challenge.

 

maxImageLayout

Vanity tool in photoshop is a godsend. It has helped me to figure out the sizes of walls and spaces with much bigger ease.

beforeBake

Early stage of the modular piece. I need to make more hard edges to give the stone a more rocky feel

measurementsNcolorchanges4

Study, from concept to 3d

modularBox96x64x80BEFOREzbrushDetail

These walls are all part of one modular piece

modularPieces02

Early stage of modular pieces

modularPieces04

Setting modular pieces of UDK and Max units in multiples of 16 with 64 as a high standard

newBrushes

Trying out some new brushes. Here I have modeled this box within 3 minutes by using new freshly made brushes by Orb.

piecesToBuild

Figuring out what meshes to introduce to zbrush, to maintain a modular design workflow.

 

Published on: 15 February 2013
Posted by: Paco Casares

God of Blunder, Preview Shot 3

Recently finished this background! I started a week ago with a 3d Render, and I have done the work with an outline, and then gave detail in. The original work is massive with 4096 pixels wide. This is the biggest I can post up, if you want the sharp crisp version you will have to play the game 😉

Published on: 9 October 2012
Posted by: Paco Casares

God of Blunder – Preview Shots 2

I have decided to show full screen of the kitchen as there is a lot missing from the cropped version. I also uploaded a work in progress shot of the Hallway.
My current workflow, to have an interesting and deep perspective feel. I very quickly solid object compose a room using 3d primitives, give some straight colours to some objects and then 3-4 dramatic lights to show where the main lights will show. Then after this I make an outline on top of the 3d Render, and then some detailing. This university project is due in 10 days! and the Hallway is the last background I am doing for the last presentation for university. I may upload another working version and then the finalised version of the Hallway.

Published on: 1 October 2012
Posted by: Paco Casares

God of Blunder – Preview Shows

Some 2D Backgrounds I am doing for a game university project: God of Blunder: Ale in Asgard.
These are not full screened, they are cropped, you will need to play the game to see the screens full screen 🙂
We are five talented learning game developers, including two programmers, Darcy Rayner and Aaron Wong.
Producer and project manager, Estelle Tigani
Character Design and Animations, Sam Baldry.

We are exited about this project and we are most likely working this project outside university to release it on the ipad!
If the game goes ahead, I will need to make many more backgrounds, 20 to 30. So this will be my full time job!

Published on: 29 September 2012
Posted by: Paco Casares