I was recently reminded of some low poly work that I did about a year ago for an interactive Waverly Hills Sanatorium project. These were originally meant to be exported to the Unreal Tournament 3 engine for an eerie view of what one of the nations most haunted places actually looks like.
The models were built in 3d Studio Max, detailed in Zbrush and textured with a combination of Photoshop and Body Paint. At the time, I was still experimenting with baking normal maps and utilized a combination of projection mapping within max and Photoshop's NVidia normal map plugin. Like all work completed, I'd like to go back and adjust a few things, but the learning process was worth the experience.
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