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Volunteer Project: Post Apocalyptic Sci-Fi World

Post apocolyptic sci-fi themed prop and character unwrapping, high res sculpting and textures for volunteer game project in Unity 3d. Model unwrapping in 3ds Max 2010, high res sculpting for normal maps in Mudbox 2010, and diffuse map painting in Mudbox and Photoshop CS4.

Two vehicle model textures. Base models by Ry Bishop. I unwrapped UVs in 3ds Max 2010, and painted diffuse textures -- one in "new" condition and one roughed up by age and battle -- in Mudbox 2010:

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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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New vehicle surface. UVs unwrapped in 3ds Max 2010. Diffuse texture painted in Mudbox 2010. Some details composited in Photoshop CS4.
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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Battle scarred vehicle surface. UVs unwrapped in 3ds Max 2010. Diffuse texture painted in Mudbox 2010. Some details composited in Photoshop CS4.
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010..
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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New vehicle surface. UVs unwrapped in 3ds Max 2010. Diffuse texture painted in Mudbox 2010. Some details composited in Photoshop CS4.
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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Base model by Ry Bishop. UVs unwrapped in 3ds Max 2010. Diffuse painted in Mudbox 2010.
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Battle scarred vehicle surface. UVs unwrapped in 3ds Max 2010. Diffuse texture painted in Mudbox 2010. Some details composited in Photoshop CS4.

Fleshy, spiked barrier prop. Base model and unwrap by Nicholas R. Wood. I fixed some overlapping and inverted UVs, sculpted a new high res detail mesh, baked out a normal map for use in game, and painted the diffuse texture with Mudbox 2010. I did not paint a specular map, as one probably won't be used in game, but I threw the solid high gloss material on it in Mudbox for fun:

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Base model by Nicholas R. Wood. High res detail sculpted for normal map and diffuse painted in Mudbox 2010.
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Diffuse texture painted in Mudbox 2010.
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Normal map exported from high res sculpt in Mudbox 2010.

Demonic enemy character. Base model (and animations not shown) below by Sam Wagstaff. I unwrapped UVs in 3ds Max 2010, sculpted a high res detail mesh, baked a normal map for use in game and painted diffuse texture in Mudbox 2010:

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Base model by Sam Wagstaff. High res detail sculpted for normal map and diffuse painted in Mudbox 2010. Normal map exported from high res sculpt in Mudbox 2010.
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Base model by Sam Wagstaff. High res detail sculpted for normal map and diffuse painted in Mudbox 2010. Normal map exported from high res sculpt in Mudbox 2010.
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Base model by Sam Wagstaff. High res detail sculpted for normal map and diffuse painted in Mudbox 2010. Normal map exported from high res sculpt in Mudbox 2010.
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Base model by Sam Wagstaff. High res detail sculpted for normal map and diffuse painted in Mudbox 2010. Normal map exported from high res sculpt in Mudbox 2010.
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Normal map exported from high res sculpt in Mudbox 2010.
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Diffuse texture painted in Mudbox 2010.