Colt .45 Smith & Wesson revolver model. Wanted to make a next gen Weapon so here it is. Built most of the high poly in Max and then used ZBrush for the Handle detail. The rest of the normals were generated in nDo and the texturing was done using dDo. Texture size is 2048 x2048. Trigger, Hammer, and Cylinder are all separate objects and can be animated individually if necessary.

Polygons: 2,629    Triangles: 4,970

Hanging Monitor for SciFi Hallway scene. Tyler Sorg did most of the modeling and then I added some bolts and created a ball joint for the main monitor bracket. I also created a UI in After Effects to go along with the texture.

Polygons: 2,420    Triangles: 3,839

UI rendered from After Effects. In Game version is a combination of looping flipbook texture sheets.

Gas Mask. I started this model in school and have since refined it. I created the base mesh in 3DS Max and then sculpted in some texture details with ZBrush. Some edge wear and wrinkles on the gasket were the main things I sculpted in ZBrush. Hard edge details were created using nDo2 and with dDo I was able to create variation in color and specularity on the rest of my maps.

I used 2048 x 2048 Diffuse, Specular, Gloss, and Normal Maps for this project.

Polygons: 839   Triangles: 1666

Oxygen Tank. Another model that I started in school and wanted to finish up using dDo. Did some minor sculpting in ZBrush for a little texture on the normal map, but really the bulk of the work was done in Photoshop. The dial was done in Illustrator because of the ease of creating curves and laying out text.

This model uses 2048 x 2048 Diffuse, Specular, Gloss and Normal Maps. Additionally, a Transparency map for the Glass section of the dial was placed in the alpha of the Diffuse Map.  The Gloss map was placed into the alpha channel of the Specular Map to conserve space.

Polygons: 854   Triangles: 1,676

Wire Frames

Normals on Low Poly


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