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My contribution to the Tiberium project. You can see alot of these shots also on IGN.com or in the Feb.08 edition of Game Informer. Working on this project when I got on board, they didn't have much direction for the character's. So, the guys that you see are guys that I have sculpted out of my own head, in terms of detail, look and feel. I was reading their visual language, what can I say Electronic Arts people.

space_marine_quicktime

close up detail
tidbits/combat_Engineer_C.jpg

final approved version
tidbits/fun013.jpg

mock up
tidbits/combat_Engineer_B.jpg

back mock up
tidbits/combat_Engineer_A.jpg


These model's below are the infantry unit.The first image is the old model, that I did not do. I was just asked to crank it up. I broke the original mesh into individual parts ranging from arms, forearm, so on and so on. Then I took every individual pieces and sculpted them and add detail through Z_Brush. After that I would import them from Z_Brush into Maya and transfer map them from hi to low res mesh. Compile every individual normal map extracted into Photoshop to be combine into one final map to create a normal map. Yeah folks thats a whole lot of fun.

grunt_soldier(before and after)
tidbits/fun010.jpg

mock up grunt
tidbits/fun9.jpg

ready for war
tidbits/fun8.jpg

ready for war
tidbits/fun8.jpg


They wanted a dead version of the character's for this gag set-up during the game play. The amount of detail that went into creating this version was a bit of production. But after seeing it in context was not worth the amount of effort. but either way, it was fun developing. As all aspect of development. Enjoy...........and no one was hurt during the capturing of these assets.

damage goods
tidbits/GDI_mandown2.jpg

damage goods
tidbits/GDI_mandown2.jpg

damage goods
tidbits/GDI_mandown2.jpg