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Juan Azar 3D Character Artist

2013 - Foundry Enemies. This are the three feature enemies the player will have to fight in the foundry level of our game. I used one unique base mesh, texture and rig for the main worker and then created each different dressing set for each enemy. This way I just have to import one skeletal mesh into UDK and have them all share the same AnimSet and AnimTree, then add the each dressing set using the socket editor. Final poly count in tris:. Base Mesh : 17. As always thanks for visiting. 2013 - Ask Me!

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Juan Azar 3D Character Artist | juanazar.blogspot.com Reviews
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2013 - Foundry Enemies. This are the three feature enemies the player will have to fight in the foundry level of our game. I used one unique base mesh, texture and rig for the main worker and then created each different dressing set for each enemy. This way I just have to import one skeletal mesh into UDK and have them all share the same AnimSet and AnimTree, then add the each dressing set using the socket editor. Final poly count in tris:. Base Mesh : 17. As always thanks for visiting. 2013 - Ask Me!
<META>
KEYWORDS
1 photoshop re sizing options
2 full texture map
3 rigging
4 hammer 3
5 blunderbuss 2
6 subscribe to our
7 hail channel
8 hello everyone
9 blunderbuss 190
10 rigging 19 bones
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photoshop re sizing options,full texture map,rigging,hammer 3,blunderbuss 2,subscribe to our,hail channel,hello everyone,blunderbuss 190,rigging 19 bones,blunderbuss 2,rigging 20 bones,hammer 3,thanks for visiting,rigging 26 bones,thanks,ex problem
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Juan Azar 3D Character Artist | juanazar.blogspot.com Reviews

https://juanazar.blogspot.com

2013 - Foundry Enemies. This are the three feature enemies the player will have to fight in the foundry level of our game. I used one unique base mesh, texture and rig for the main worker and then created each different dressing set for each enemy. This way I just have to import one skeletal mesh into UDK and have them all share the same AnimSet and AnimTree, then add the each dressing set using the socket editor. Final poly count in tris:. Base Mesh : 17. As always thanks for visiting. 2013 - Ask Me!

INTERNAL PAGES

juanazar.blogspot.com juanazar.blogspot.com
1

Juan Azar 3D Character Artist: 2013 - Ask Me!

http://juanazar.blogspot.com/2013/05/2013-ask-me.html

2013 - Ask Me! I'd like to share with you the article in which I'm featured. I was contacted by Brian O'Neill on behalf of the blog for the Gnomon Workshop. He asked about my opinion on what do I think is the most difficult thing to learn when it comes to creating realistic anatomical designs? What muscle or bone grouping is the hardest to create? What should new designers be aware of? It was a honor for me to give my notes about the subject. Hope you enjoy reading. Phone: ( 34 ) 657 - 636 - 61.

2

Juan Azar 3D Character Artist: 2013 - Enforcer Sneak

http://juanazar.blogspot.com/2013/05/2013-enforcer-sneak.html

2013 - Enforcer Sneak. The Enforncer is the second of the three enemies the player will encounter in the Foundry Level. Who are this guys? The foundry supervisors are there to repel potential uprisings from the hammer men. They use a massive blunderbuss that fires shotgun projectiles to keep them focused at doing their work. Total Polycount : 930 Tris. Bowler Hat : 120. Shoulder Pads : 32. Textures : Coming soon! For more updates on the game, characters and levels. As always thanks for visiting.

3

Juan Azar 3D Character Artist: 2012 : The Ant Machines Preview

http://juanazar.blogspot.com/2012/06/2012-ant-machines-trailer-preview.html

2012 : The Ant Machines Preview. First upload of one of the monsters you will find in Unnamed 101, our main project at the moment, for which I'm currently working as Creative Director and Lead CG Artist. Software: Maya 2012 and Unreal Engine. Polycount :684 triangles for the ant and 112 tris. for the bullet launcher. Textures : 512x512 / Diffuse, Specular, Normal Map. Suscribe to Hail Channel. For more updates on the game, characters and levels. Phone: ( 34 ) 657 - 636 - 61. English / Spanish / French.

4

Juan Azar 3D Character Artist: 2012 - First Steps : Unnamed 101

http://juanazar.blogspot.com/2012/09/2012-first-steps-unnamed-101.html

2012 - First Steps : Unnamed 101. Unnamed 101 Game Alpha Preview. As Lead CG Artist, In this process I was able to test how all pieces of the game will work together:. Static meshes, skeletal meshes, textures, animations, particles and lights. Plus define and polish the pipeline that we will be working with later. Great to find and solve problems. Lights do not work correctly on static meshes! Suscribe to Hail Channel. For more updates on the game, characters and levels. Phone: ( 34 ) 657 - 636 - 61.

5

Juan Azar 3D Character Artist: 2012 : Character Models for 3d Print

http://juanazar.blogspot.com/2012/07/2012-avatars-model-for-3d-print.html

2012 : Character Models for 3d Print. Character Models are ready for 3d Printing. This work is for a client who wanted to give a nice present to his girlfriend. Base model and posing created in Maya. Details in Zbrush. Printed model: 250k Poly. Printed Size: (cm) 15 x 6 x 6. Damn I spent months looking for a good modeler. wish I'd tried you first! Feel free to contact me if you need any 3d Printing work to be done. Phone: ( 34 ) 657 - 636 - 61. Available for some Freelance Work. English / Spanish / French.

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Juan Azar 3D Character Artist

2013 - Foundry Enemies. This are the three feature enemies the player will have to fight in the foundry level of our game. I used one unique base mesh, texture and rig for the main worker and then created each different dressing set for each enemy. This way I just have to import one skeletal mesh into UDK and have them all share the same AnimSet and AnimTree, then add the each dressing set using the socket editor. Final poly count in tris:. Base Mesh : 17. As always thanks for visiting. 2013 - Ask Me!

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