Blog

New Site Is Launched

Hey there. Today I launched my new look to my new site! I hope you enjoy it.

I would love some feedback so if you have something to say, please leave me a comment below.

So what have I been up to? Well… Right now my priority is to secure myself a job, and I have been doing everything in my power to make that happen. Starting with new portfolio content, a new site and updated resume that I will be writing today. :)

As for life, I am practicing my Soo Bahk Do on a regular daily basis and I love it. I plan to start blogging again, and maybe even get a monthly inspiration going again for September. So I hope some of my readers are out there. Stay tuned!

Bret

The Old Demon Sculpt

This started as a quick speed sculpt warmup, but I really enjoyed the concept so I finished it and made it a digital bronze statue. I would not say I nailed the concept, my sculpt is different in a few ways. Like the turban for example. The turban is more realistic in my sculpt and not as stylized. Sometimes when I sculpt, I enjoy taking a more artistic approach and instead of copying, I add a little something to make it my own. That is what I did here.

The Orc Sculpt

This started as a one hour lunch crunch exercise that you can see in image two. The theme for my speed sculpting group was Lord of the Rings the day I began this piece. I was enjoying the direction of this model so I worked on it for 7 more hours and created this bronze model.


The one hour speed sculpt that started this project.

The Future Marine

**Please watch at 1080 HD fullscreen!**


Real time render in Marmoset Game Engine.


The ZBrush sculpt.


Wireframes.


The maps: Color and Spec.

Software used:
Softimage 2011 for base mesh modeling.
Zbrush 4 for high resolution sculpture.
Headus UVLayout for UV Mapping.
Maya 2011 for light map, ao map, and normal map generation.
Photoshop 4 for texturing diffuse and specular.
Marmoset Toolbag for lighting and rendering.

Grim: A Strange Case

Grim: A Strange Case is an indie game currently being developed by Wafflestomp Games using the Unreal Development Kit. We are a collection of artists and programmers from the video game industry. Some companies include Blizzard, Riot Games, Microsoft Game Studios, id Software and more… I am currently a lead character artist on Grim. To see more and read more about the game, please visit our ModBD/IndieBD site here. The images on this page will continually be updated as the game is still in development. All of my work on the game will be included here on this page.


This is Grim. Textures by Bret McNee. Model by Patrick Loughman. Real time render in Marmoset Game Engine.


The maps: Spec and Color. By Bret McNee.


The concept for Grim by Nen.


Here is a video of Grim in engine running around with my textures. The video is narrated by Pat Loughman, the project lead.


This is Mr. Hyde. Model and textures by Bret McNee. Real time render in Marmoset Game Engine. The in-game will have glowing veins and glasses.


The ZBrush sculpt.


Wireframes.


The concept for Mr. Hyde by Patrick Loughman.

The PieBoy Project

One of my current side project is modeling and conceptualizing art for a Real Time Strategy game. The project is just called “PieBoy Project” as we have not announced much yet and the project is being created by us over at PieBoy Studios.com. I did some proof of concept work the other day, and I have to be honest I was pretty happy with it. This project is either going to be for a RTS game on the PC or an iPad game. Either way, very low poly work is needed on this project.


3D models of the Peon with triangle count.


3D models of the Peon.


Original concept for the Peon.

The Barbarian

**Please watch at 720 HD fullscreen!**


Concept by Alex Boca (Zkylon8B)

Software used:
Softimage 2011 for base mesh modeling.
Zbrush 4 for high resolution sculpture.
ZBrush 4 for lighting and rendering.

2D Work

This section here is for my various 2D works. There is no real organization to this section as I just add in works as I draw them.


This was drawn freehand. There is no Photoshop filter used, just a texture overlay after.

I also would like to add a disclaimer. All these works are either my original ideas or fan art creations. Each and every one was drawn with the purpose of growth and improving my drawing skillet. For a few of these works I drew while referencing another artist’s pose. I never traced on top of another artists work, but I will admit to copying a pose for learning purposes. Thank you.

SIGGRAPH 2011

Hey there readers. Believe it or not I am still alive. I have been busy working on a few odds and ends here and there. But I basically just wanted to make a quick announcement today that I will be heading to SIGGRAPH in Vancouver this year. Just a few days from now my girlfriend and I will be road tripping up to see what all the buzz is about! If you read my blog and will be there, hit me up and we can meet up!

Cya in Vancouver


All content © Copyright 2012 by Bret McNee.
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