Some new pics I took while at Victoria. they will be updated through the next couple days.
https://www.flickr.com/photos/yeluis/
Monday, June 29, 2015
Sunday, April 12, 2015
TRIXELS!!!
I just got done with ECCC and formed a brand new venture. TRIXELS! i want to make fun colorful and whimsical things that will catch peoples eyes. these are the first in the series of "Day of the Pets". there will be more coming out during summer to complete the first volume but I already have exciting ideas to expand this even further. I hope you like them and thanks to all of you who supported us by buying a print :) More to come Soon!
you can follow trixels on Facebook. click here to go there.

you can follow trixels on Facebook. click here to go there.

Wednesday, March 11, 2015
some corgi goodness
just about to finish this for comic con prints. need to hurry up got 2 more to finish. these are WIPS
Monday, February 23, 2015
working on some commercial stuff
some stuff il be trying to sell at Emerald City ComicCon. lots to do and learn. will post finals when they are done.
Thursday, February 19, 2015
Thursday, February 12, 2015
Zbrush Tileable Scultping
I have tried many ways aroudn the issues of making a tileable alpha in zbruhs without a ton of post work to fix seams. this is a great little tutoria that I will add to my arsenal of tricks for less hard work :)
Huge thanks to BradHB3D for the awesome workflow.
Huge thanks to BradHB3D for the awesome workflow.
Tuesday, February 10, 2015
Some simple model work
been making a lot of generic props for a game coming out on steam real soon. i just began the texturing pass here are some examples on what I've been making. nothing mind blowing but its fun to make some of these simple models as elegant as possible.
Tuesday, November 25, 2014
Wednesday, October 01, 2014
In Mmemory of Destiny's Loot Cave
My friend Dan Rosas has made a quick weekend interactive art piece in loving memeory of the original loot cave found in Destiny. I made the models for him for this piece. it exploded and went viral. pretty awesome. Go check it out and below are a bunch of links.
- http://www.gamerheadlines.com/2014/09/destiny-loot-cave-simulator/
- https://www.reddit.com/r/DestinyTheGame/comments/2htku3/polygoncom_you_can_farm_loot_caves_without_buying/
- http://www.pcgamer.com/interactive-cave-shooting-simulator-brings-part-of-the-destiny-experience-to-pc/
- https://www.youtube.com/watch?v=__RLhIfXkBo&app=desktop
- http://kotaku.com/destinys-loot-cave-lives-on-forever-in-goofy-tribute-ga-1640483752?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow
PBR Values for UE4 via Sébastien Lagarde
Original Post Via
Sébastien Lagarde
BaseColor
The color is provide in sRGB 0-255.
The diffuse part of the base color (the one use by the non-metallic) must be in the range of the first gradient 50-243. There is some sample values of real world material in sRGB below the gradient. Some of these values are base on real world measured material (from misc sources, not done by us) and other are have been generated by Laurent Harduin. He take calibrated raw picture of representative material, take the luminance histogram in Photoshop and use the value of the medium axis for the luminance. Then he blur the picture and take one pixel inside the blurred region and use that as the color value. This explain why in few case like the clean cement the color and the luminance doesn’t match perfectly. We also lower a bit the value to take into account the invevitable specular present during the capture.
The reflectance part (the one use by metallic) must be in the range 186-255 (not present in the chart). Some example are provided below the grey square. Most of the time the metallic color of material match what the eye see.
Metallic
Simple monochrome linear parameter. Range is 0-1 but the gradient is from 0-255. The yellow sphere below represent in-engine capture of a sphere and a cube.
Roughness
The specular part of Disney “principled” BRDF is a GGX BRDF. It use a roughness parameter. This roughness is the “Disney roughness”, not the real GGX roughness. Disney Roughness = sqrt(Roughness). When use at runtime this Disney Roughness is transform to the GGX roughness with roughness = Disney Roughness * Disney Roughness.
The gradient display roughness from 0 for smooth (left) material to 1 for rough material (right).
The grey gradient are from 0 to 255 and red segments are displayed every 1/10 with a sphere like object below to show the in-game result of the designated value.
The first row of real world image above represent no metallic object, the second row represent metallic object. Goal is to give artist a better feeling of what is roughness.
The first row of sphere like object represent metallic object, the second row represent non-metallic object.
Note: The roughness here is coupled with the BRDF used by the Unreal engine 4, it may not be compatible with other engine or offline renderer.
Porosity
The Dontnod chart include an unusual parameter named Porosity. This parameter is the “open porosity” of a material. It can be used for driving weathering and aging effect (Pollution, rain, aging…). More details on its usage can be found in previous blog post: Water drop 3a – Physically based wet surfaces and Water drop 3b – Physically based wet surfaces. In practice Dontnod use it mainly with the dynamic wet formula provided in the mentionned previous post.
The range is remapped from 0-1 to 0-70% of open porosity. There is real worl image to try to give a feeling of what the value mean. An extremely porous material is the clay (70%), but open porosity can vary a lot for same material, clay could also be only 50%.
Note: The porosity parameter is not used in the BRDF formulation. More research need to be done on this topic and currently there is only one porosity BRDF paper available which doesn’t fit with the current need.
Reflectance
There is no chart for the reflectance value of the Unreal engine 4, just let the value by default and apply a cavity map on it.
Difference with the old chart
The previous chart was based on modfied Unreal engine 3 where I introduced a new physically based renderer based on Blinn-Phong BRDF. This new chart is based on the Disney “principled” BRDF use in the Unreal engine 4 which is based on the GGX BRDF. The glossiness of the previous chart and the roughness of this one do not match. Moreover, the range is inversed. Previous specular value for metalic can be reuse for Unreal engine 4 reflectance parameter. UE4 use a mapped range of 0-1 to 0.08, so you need to do the conversion. But in practice there is so little difference that’s it is not necessary to use the precise values.
Reference
[1] Burley, “Physically based shading at Disney”, http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf[2] Hnat, thesis “Influence of surfaces micro-geometry on realistic rendering” in French,http://epublications.unilim.fr/theses/index.php?id=4820
Tuesday, July 22, 2014
Sunday, July 20, 2014
Environment challenge!
I will be entering the art for games website's environment challenge. Ill try and make one of my favorite areas of a game. FFIX Cid's Castle. I will post here as i work on it as well as on the competitions forum. I hope to finished in about 2 weeks since the deadline is on Aug 8th. if anything i would like to be done with all assets in 2 weeks and just tweak values and settings on shaders until the deadline.
heres some ideas for the theme and then the second pic for a style.
heres some ideas for the theme and then the second pic for a style.
***UPDATE***
I found the view I will be making. lets get this shit started!
Wednesday, June 18, 2014
Put it down
I am trying to get some ideas for a couple posters/illustrations i want to make. one of them is going to be urban/wasteland oriented another character focused and probably a last one with abstract in mind. I have no clue where to even start so i decided that I'm going to try and put down at least 5 ideas down a week for the next couple months and see what i can come up with to refine later.
Tuesday, June 17, 2014
Quixel Suite
I've always been a fan of the quixel guys. so tonight i finally took the new ddo out for a spin. definitely need getting used to the new flow but this is a way more intuitive way to work compared to the last version. fucking awesome work Teddy and everyone involved.
Tuesday, November 12, 2013
Something is cooking...
I swear updates to come. based on a concept by Popov-Sergey-Michailovich
a different view.
low poly bakes
UPDATE!!
some texturing on its way.
a different view.
low poly bakes
UPDATE!!
some texturing on its way.
UPDATE 2
more texturing
Wednesday, July 10, 2013
Gong Inspired by Artyom Vlaskin concept work.
Its been a long time. I have lots of stuff to update here in the next week or two but in the mean time heres what i am currently working on. I will update this post with more info soon.I love Artyom Vlaskin concept work and decided to try and make one of his pieces for fun. Just a little something i am working on for fun and to learn some new techniques and workflows. been using Maya, Zbrush, TopoGun, Photoshop, DDO and Marmoset. Work in progress images at bottom.
Final Render
WIPS
Final Render
WIPS
Wednesday, February 20, 2013
Mexican Talent
Being that the description of this blog is about the ramblings of a Mexican I thought I would get together a couple of samples of Mexican artists out there that are making a difference in today's design trends. this will be the first of many posts talking about this subject. I have 2 amazing artists prepared for you.
First we have the very talented Sabrina Guzman.
Sabrina is a fashion designer who is very into the costume design and character development through fashion. she is currently working on getting an online presence up with a blog for people who want to dress chic with their current wardrobe or very cheap alternatives to high priced designer pieces. Also she is competing with the top 50 from the world in an origami like design technique. check out some of her work below. follow her on facebook while she gets a more formal site up.
First we have the very talented Sabrina Guzman.
Sabrina is a fashion designer who is very into the costume design and character development through fashion. she is currently working on getting an online presence up with a blog for people who want to dress chic with their current wardrobe or very cheap alternatives to high priced designer pieces. Also she is competing with the top 50 from the world in an origami like design technique. check out some of her work below. follow her on facebook while she gets a more formal site up.
Second we have Mariana Galindo.
Mariana is a make up artist based in Mexico City whos work i recently came across. what struck me was the unconventional stuff she has as her personal projects. She is the founder of MG Makeup and has a great portfolio showing all the style ranges she can do with makeup. One of the things I like about her work is how she manages to draw attention to an otherwise under rated craft. following her and reading her comments about good and bad make up design makes for interesting considerations when you know almost nothing on a subject. Follow her at facebook or go directly to MG Makeup and see for yourself.
2013 1st Project
Well I am a bit late updating this on the blog but i did finish my website almost the entire way by the end of January. So I will call that a success on the first project. for this month although I see it is almost over my goal has been to re learn a lot of the basics of drawing and painting. I have made great headway and am enjoying sketching and oil painting. i am going to try and do some pastels and watercolor before the end of the month which i will post here. I have also enrolled in a beginners programming for games course online. noit sure how much ill learn from it but hey it cant hurt much. this course starts this week and spans through mid march so i will use that as a semi project for March. Please go check out my new website. I still need to sit down and add descriptions to some of the images but that will come with some spare time. the link is below or hit my portfolio tab under my links category in this page :)
Here is a semi collage image i made form some of my work displayed on my site.
Here is a semi collage image i made form some of my work displayed on my site.
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Tuesday, January 15, 2013
Lester Banks IES lighting
Lester Banks is an awesome must follow blog about the digital world. Its a compilation of talks/tutorials and lectures from all around the web. the article from today is about IES lighting and is a great watch. make sure you check out LESTERBANKS and read the IES article here.
Friday, January 04, 2013
BRZAP! 5 tips for creating unique sci-fi sounds in video games
Hybrid the game I had been working on over the last 2 years came out summer 2012 for XBLA. I will be posting more on the art of the game in the coming weeks but Gamasutra has released an article from the Audio Director from the game. its a good read.
Here is the launch trailer for the game if you never even heard of it.
Here is the launch trailer for the game if you never even heard of it.
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