Messing around with VRay in 3dmax, rendering an old scene that have been sitting ducks forever in my hard drive. Click in the image to view hi-res version.
ATM just plain standard 3dmax material, some arch and design and some difuse. One Vray sun, one spot target and one omni.
Next step VRay materials, trying to get a similar look of what I got from Maya+mentalRay.
These are the latest test from the now revamped character “Brujita”, shaded and rigged, ready to be dropped at the room.
Here you can find some of the works I done to AB evolution as a Environment Artist. It comprehend low polig asset authoring (props, bespoke and archiquetural modular assets), texture creation (d/s/n), shading in Unreal and dressing and lighting levels using the created assets and particules. Maya,Photoshop, Unreal were the main programs used plus CrazyBump and Xnormals as helpers.
These assets were created from Concept Art and Industrial references. Modelling, texturing and shading by me. But some of the assets are Bespoke machinery that I designed and modelled to dress boss rooms and special areas but using textures and materials from the videogame library.
In Game walkthrough from some of the areas I worked dressing a lighting.
Click Vimeo Icon to Watch in HD and Fullscreen
HERE you can find an Ingame Pics Slideshow from the areas I dressed and lighted. Some of them also had been designed on the spot to fit needs of the gameplay and aesthetics