Tuesday, January 6, 2015

Moved to a New Blog

Now that I have graduated school I have moved my focus to a new blog set up to post my progress on personal projects and freelance work. The new address is:

http://ryanj3d.blogspot.com

So if you were following me, please update your bookmarks to that new site for current content. My main portfolio website remains.

http://ryanj3d.com

Thank you so much.

Thursday, October 30, 2014

Mech Arm - Switching Gears

I've been doing a lot of  historical props lately and I thought I would change things up by doing a gritty futuristic mech gattling gun arm. Almost finished with the high poly. I plan to do the surface detail on the outside armor in DDO so my biggest challenge here is figuring out how the internals in the bicep should look.




Friday, October 24, 2014

Roman Armor - Companion to the Sword

It's the final countdown and I'm ramping things up for a final push. I've been working on a couple things here and there. One of which is this suite of armor. It was modeled in Blender and Textured in Photoshop and Quixel. It's almost done and this is the second iteration of it based on feedback.





Monday, September 22, 2014

Gladius - Scabbard in Engine

I was hoping to be further on this but I'm hitting a snag with a technical issue on the mask. I think I'll have it figured out soon but just thought I would update with the scabbards high poly and low poly is done with the bakes finished and in engine. One I fix my issue and dial in the materials this asset will be done and ready to show Wednesday,


Saturday, September 20, 2014

Gladius - Started Scabbered High Poly

Hey everyone, just a quick update here. I started doing the high poly of the scabbard and sculpted in some details. I'm going to use the same materials already created in engine for the sword so once I get to the point of baking high poly down to low poly it should be all down hill from there.


Wednesday, September 17, 2014

Siege Tower - Building Materials In Unreal 4

I've been working on building the materials for the tower out in a single texture in Marmoset but I've now backtracked a bit to set things up in Unreal 4. The advantages are that I can build a more robust material network in Unreal and its already in game. These were all taken in Unreal 4.