Wednesday, 20 April 2022

1 Hour Build



Felt inspired today to make a quick model, and I timed myself this time. I spent 1 hour modelling this, including unwrapping UV's. I am quite satisfied with the quality.


Monday, 21 March 2022

Oban Star-Racers WIP

 My current personal project is to recreate a scene from Oban Star-Racers in Unity, pretending its a level for a racing game. I'll be posting pictures of my progress in this post as I move forward.

Saturday, 15 January 2022

Behance

 I will be moving my work into a more organized profile on Behance, keep an eye out there for newer work!

Ed Sebele on Behance


Thursday, 20 June 2019

Nature Assets


Here we see my first attempt at a living tree.  Nature is something I openly admit to avoiding entirely in my whole artistic life.  I decided its finally time to roll up my sleeves and start practicing nature, if I claim to want to model environments I have to be good at this too!
I will try to polish this more and maybe check some lessons out, as I am mostly copying techniques I've seen in my Xbox 360 days.  The left is the pieces, the right is them assembled semi randomly.  Could be more leafy.

After I will try my hand at rocks.  I feel like soon procedural nature will become common place but I feel like I should be a part of the history.

Wednesday, 20 March 2019

Road Work Assets for Unity

Greetings!

I've been doing the Pluralsight Unity Game Dev courses to learn more about the program.  Meanwhile I've been making random assets inspired by my surroundings, which is currently a lot of road work.  Below are some screenshots of the objects rendered in the Unity Engine.

Construction Fence:

Jersey Barriers:

Ladder(un textured):

Workers Ahead Sign (also set up for a whole library of signs):

Shipping Container (also set up rigid body and hinges):



Rubber Speedbumps:

Cable Spools:

Traffic Barrels:

Traffic Cones:

Pedestrian Pylons:

I've also set up everything with optimized colliders and relative rigid body setups.  It's a lot of fun!

Tuesday, 23 October 2018

Raven Update

So continuing my pattern of adding a few hours of work on to this model every few months, I've added clothes and mapped the UV's for future texturing should I choose to.  Still at just over 40K Tris.  I applied nCloth dynamics to the cape for presentations sake.








Monday, 1 October 2018

Transfer Maps

Like with ZBrush, you can model a high detail version of something in Maya and map it onto a lower poly version.  The best example to use this on is a shipping container, as the outer-most profile is but a simple rectangular prism.  So long as the details go inward the illusion holds together.

12 Tris -VS- 9,158 Tris

You can watch a video of me doing it from start to finish here.

Sunday, 21 January 2018

Procedural Metal Mesh


The pattern you see on these objects is 100% made up of mathematical calculations.  Procedural textures are resolution-less images created by mathematical sequences, and are recalculated in accordance with their size in the final image.  Meaning when you bring the camera forward for an extreme close up, the image's finer details are calculated and shown.  When you bring the camera back for a very long shot, only the image's most basic details will be calculated.  This perfect efficiency makes the extra work worth it!  Speaking of "extra work" here is what this material looks like in Hypershade↓

clear as mud!