:: upDate on street level markets

:: upDate on street level markets

So far two designs, one or two more coming to differentiate too. I believe I will: – fix the (black) edges of the white extruded blocky parts of the walls that sit on top of the market and garage bay doors. – fix the specularity levels on the some of the parts of the general … Continue reading

:: merry New Year! post

:: merry New Year! post

Worked on the building structures for a bit during the holidays.  Specifically I begun modeling off of two 512×1024 “texture sheets” and came up with a couple of different variated building designs. Here are some WiP screenGrabs:

:: back from the dead [2nd part]

:: back from the dead [2nd part]

More renders: – fixed normal maps on textures. – also added a heightMap as an added “Bump” to some of the textures. Will work on one more building texture to give it a more variated look to whole thing.  

:: back from the dead

:: back from the dead

Hello again! Back from the dead. This project has become a monster for me. With getting back into 3D and learning new techniques, cannot say how many times I have scrapped it, and started all over on it. These are some of my current progress renders figuring out where I want what, and where…. 2nd … Continue reading

:: 3D in the happening

:: 3D in the happening

HAWKEN Inspired project…  From Adhesive Games in Santa Monica, cannot wait! Textures grabbed from cgtextures.com Used 3DS Max to model the modular pieces. Using two 1k by 1k texture maps… ↑ WiP Shot-01 | 5.26.2012 ↑ WiP Shot-02 | 5.26.2012 ↑ WiP Shot-03 | 5.26.2012 – Current WiP shots screenGrabbed from UDK.

:: pkf 85 falke part 02

Here is the jet turbine.  Four 1K by 1K textures, which include Diffuse, Normals (Tangents Spaced, and Nvidia Photoshopped Plugin), and also the Specularity color, and levels.