Friday, November 8, 2013

Brolk:Texture finalization

title
development process



check it out in HD to get the full effect.

Been busting ass on this guy since last i posted and now im at a state of satisfaction. i made quite a bit of change to his silhouette, added content and tweaked the colors. pushed the material types. i went in and reworked his mouth and eyes. gave them much more resolution. but in the process i lost the weighting on the hair cards. which is ok cuz i actually think i need a larger variety of cards and could place them a bit more successfully throughout the face.

i took some time to build out a title for him. this is a skill ive been wanting to showcase for a while and i figured this project is not just about showcasing every one of my skills to potential employers AND..its just fun!ive included a process showing from initial photoshop design to maya and mentalray testing, and through the sculpting and texturing process from zbrush to Ndo and Ddo.
i spent about 2 days on it.



anyway. long road ahead but im having a blast.
gonna take a few days off to help a friend with a personal project. next few posts will be about that. then ill be right back where i left off with the Prince of all Orks.


ground sculpt (looks like a cookie!)
sabretooth tiger skull sculpt
teeth gums and tongue. yum.

Wednesday, October 30, 2013

Brolk: quick update

Check out this 360 of my progress on Brolk. ive spent the few days jumping between zbrush, ndo and ddo to get him where he is now not too much more left in terms of texturing- thinking of adding tattoos and maybe warpaint to the armor to push the contrast. feeling like.. its a little bland right now in terms of color detail.

Saturday, October 19, 2013

Brolk: First look

started a new character project, in hopes of studying my process a bit more closely as well as flexing my mind. giving myself no true restrictions. just build a solid, fully rigged character that can be used both in game as well as in cut scenes.

so far ive spent about 7 days on this project: build out. unwrap, prep for hi res, full rig including the face. i intend to add a blend shape control a little later in the project now that im satisfied with the rig's capability.
currently ive run a test pose to see what the rigs capable of. im satisfied now its time for the fun part. sculpting!

hope you enjoy my progress thus far.
test render
rig and pose
hi res export mesh

completion of basemesh




Thursday, September 26, 2013



some hardcore sketches for your mind! these are characters i planned to use for a few indie game ideas ive had floating around for some time. the bomb crankers will be made into a papercraft line sometime in the next year.

im rockin' Sketchbook pro on an Eee Slate for these.. love it. love those built-in copic swatches Sketchbook has.
anyway this is how i do it. cute and vibrant!

360s

heres a couple 360s of characters a built for game prototyping purposes. not optimized for mobile usage.

Lizard beast from gabe jackson on Vimeo.


knight turn from gabe jackson on Vimeo.

EdgeWorld

 
 
 
 
 
 
 
 
 


heres a look at some of my contribution to the tower defense game EdgeWorld. i spent about a year on this title at kabam before moving onto experimental R&D stuff.

Tuesday, April 17, 2012

Coming SOON!!

So put together all 9 at the jumbo size and wanted to give you all an informal introduction to the Swug Limited line!

found some areas to optimize in the 3D but i should push through that and be able to officially release this line! im holding off on the collectors addition box! but ill have some cool stands and souped up shipping boxes for the regular limited edition. i still need to complete the DIY kit template which includes numbered flaps on the flats and a uversal instruction manual!

id LIKE to take my site live on May 1st but i dont know how realistic this date is. im itching to move on to something new tho! ive got so many ideas! Even in the Swug brand. but now that i have something tangible, i have a strong basis for any future projects.

anyway its been a long time coming with the Swugs in general! the evolution has been intense and quite long; about 2 years or so! i look forward to putting out this Limited Edition line (which was a deviation from the original idea) and get one to some one-of-a-kinds!