Testing out r3 movie functions

Soz no play controller.

test test test

new tutorial: modeling with Maya Transfer Attributes

updated website

My website has been updated with some new work, check it out.

Wordpress is slllooooooooow

the site is loading slow. I hate waiting for websites to load so my own loading me slow is driving me crazy. Some changes going on. Sorry for the slow loads.

Brutal Legend shipped, Cool statues!

Work is awesome! We all got copies of the Eddie Riggs Brutal Legend statue! And Mr. Schafer was kind enough to sign my copy. Hopefully soon i’ll get permission to put up some of the work I did for Brutal Legend.  I also picked up 2 designed by Shunya Yamashita, sexy girls.

Low Poly and Basic mapping

LoAndOcclusion

Break time

I overworked my wrist a bit so i have to take a break for a little while to let it heal.

I went to a festival in japantown and we ran into two famous people. Hello Kitty and Takako Tokiwa!

HellyKittyandMeHelloKitty_YukiAkihaTakakoTokiwa_004TakakoTokiwa_006

Working on low poly now

Lowpoly_001

I would have liked to have finished the low poly model by now, it’s getting closer atleast. Cutting up these surfaces and joining the mesh is taking some time. I thought i would leave the armor pieces penetrating into the mesh but after a couple tests i decided it would be faster but it would deform worse.  Some early normal map checking on the chest. For some reason xnormal tangent space normal maps dont display well in maya’s viewport. This map is an object space normal. The big question, why do tangent space normal maps display fine in xnormal and some other engines, but in maya’s viewport they display poorly. Although maya’s generated tangent space normal maps appear fine in maya’s viewport. It feels like whatever code handles realtime rendering isn’t the same when it comes to normalmap casting.

On second look, tangent space even looks bad in xnormal. Does anyone know why this happens? Sometimes maya generates it fine, sometimes zbrush does it correct, sometimes xnormal does as well, and other times, they all do it bad, like this…

Normals

Tangent space here looks bad.

high res

zbrush_005rigged

Armored Core: White Glint

I’ve been working on this for the last couple weeks. Tonight i finished it! I’m amazed i completed it without cutting my hand open.

WhiteGlint_008WhiteGlint_005WhiteGlint_007WhiteGlint_003WhiteGlint_006WhiteGlint_004WhiteGlint_001