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Zombie Wrassler: Traditional
One of two undead wrestling characters, originally meant as antagonists to a lucha libre hero. This one wears traditional tights and head gear.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Rigged and posed in Maya.
- All examples renderd in real time via Maya's perspective viewport window and Fraps.
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Zombie Wrassler: Cowboy Version
The other undead wrestler. Both are controlled by female managers via a neck collar.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Footage shown captured via FRAPS from Maya's real-time perspective viewport.
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Zombie Wrassler Manager: Devil version
Female manager for Cowboy Zombie Wrestler.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Footage shown captured via FRAPS from Maya's real-time perspective viewport.
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Savage (01)
A female savage from the distant past. Done in a stylized, painterly style.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Rigged and posed in 3DS Max (Maya viewport + my video card =/= good realtime stylized shader).
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Savage (02)
A female savage from the distant past. Done in a stylized, painterly style. Wearing skeleton style warpaint.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Rigged and posed in 3DS Max (Maya viewport + my video card =/= good realtime stylized shader).
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Splat
A small, mutated human creature bound by ropes.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Footage shown captured via FRAPS from Maya's real-time perspective viewport.
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Native
Originally developed as an enemy in a stylized 2D platform game utilizing 3D art assetts.
- Normal, color and specular maps used (1024)
- Low res modeled in Maya.
- High resolution assetts (used for maps), created in Z-Brush.
- Painted in Photoshop
- Rigged and posed in 3DS Max (Maya viewport + my video card =/= good realtime stylized shader).
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©2006-2010 Drunken Temple
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