Wednesday, October 30, 2013

Rift 2.4 official trailer - showing some stuff I've been working on recently at Trion

Rift 2.4 released the Planebreaker Bastion raid dungeon that I worked on.

 

Below are 2 videos I found of Rift posted by players showing the boss rooms I made for this dungeon along with the actual encounter. I created all of the models / textures. Zbrush was used to create pretty much all of the textures which were then baked out and polished in photoshop.

This encounter is the Prison Room where you fight Warden Thrax, The retracting platforms were fun to create and I'm glad the designers were able to implement my idea of having the players interact with them.


This is the eggtender room I created. The walls and "tree" things have a breath effect I created to give it the appearance of being alive.

Tuesday, October 8, 2013

M1 A1 Top Turret and Lower Body finished model

Here are some screenshots of the whole tank before I start detailing major parts in Zbrush.


Wednesday, October 2, 2013

M1 A1 turbine and side module sub-d modeling

This was a fun part. I prefer using 3dsMax for hard surface modeling because I find certain key tools more useful in speeding up my workflow. For example, the Modifier Stack, Edge Loop, Edge Constraints, Align and Array tools in 3dsMax are easier to work with in my opinion. I am a long time Maya user and also use it every day at work so I am definitely making a fair comparison. Don't get me wrong there are things about Maya I wish Max had as well, especially like it's quick snapping functions using the X,C,V keys. Overall though Max got the job done a bit quicker for me in this particular situation.

I also find instancing in 3dsMax more practical which is key for models like this engine. I have a bunch of instanced parts off to the side while the other instance is already positioned at an odd angle making editing those individual parts easier if needed.

There were a lot of fun shapes to model and all started with a basic rectangle or cyclinder. I kept everything quads which sped up the sub-d modeling using edge loop.

Here are some shots of my progress so far.