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Luke Brubaker: Game Artist

19,437 Polygons. Textures: Unique 2048x2048 textures for face and body, Diffuse, Normal, and Specular maps. 12,592 Polygons. Textures: 2048x2048 (body) 2048x2048 (head, mask, hair), with Diffuse, Normal, and Specular maps for each. 10,286 Polygons. Textures: 1024x2048 (body) 1024x1024 (hair), with Diffuse, Normal, and Specular maps for each. 7,752 Polygons. Texture: 2048x2048, diffuse normal and specular. Each character was done within a straight 24-hour timespan, from concept to creation to presentation.

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Luke Brubaker: Game Artist | shiniku.com Reviews
<META>
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19,437 Polygons. Textures: Unique 2048x2048 textures for face and body, Diffuse, Normal, and Specular maps. 12,592 Polygons. Textures: 2048x2048 (body) 2048x2048 (head, mask, hair), with Diffuse, Normal, and Specular maps for each. 10,286 Polygons. Textures: 1024x2048 (body) 1024x1024 (hair), with Diffuse, Normal, and Specular maps for each. 7,752 Polygons. Texture: 2048x2048, diffuse normal and specular. Each character was done within a straight 24-hour timespan, from concept to creation to presentation.
<META>
KEYWORDS
1 cobra
2 luther strode
3 basilisk
4 24 hour characters
5 2d work
6 coupons
7 reviews
8 scam
9 fraud
10 hoax
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Luke Brubaker: Game Artist | shiniku.com Reviews

https://shiniku.com

19,437 Polygons. Textures: Unique 2048x2048 textures for face and body, Diffuse, Normal, and Specular maps. 12,592 Polygons. Textures: 2048x2048 (body) 2048x2048 (head, mask, hair), with Diffuse, Normal, and Specular maps for each. 10,286 Polygons. Textures: 1024x2048 (body) 1024x1024 (hair), with Diffuse, Normal, and Specular maps for each. 7,752 Polygons. Texture: 2048x2048, diffuse normal and specular. Each character was done within a straight 24-hour timespan, from concept to creation to presentation.

LINKS TO THIS WEBSITE

hypatiaproject.wordpress.com hypatiaproject.wordpress.com

Stage 9 | The Hypatia Project

https://hypatiaproject.wordpress.com/stage9

A Documented Journey in Solo Level Design. Other Projects and Links. December 1st, 2010 through December 7th, 2010. Here’s where I import all my original meshes and build all my materials and shaders into Unreal. Fun stuff, this. I look forward to many hours spent setting up the textures. I’m not very familiar with Unreal’s texture-assembly, opposed to 3DS Max, where I consider myself comfortable. With some guidance, I imagine things will, at the very least, work though! Luckily, Luke Brubaker. Address n...

davidhenchey.com davidhenchey.com

Portfolio | David Henchey

http://www.davidhenchey.com/site_gfx/gallery/various_art/various_flats.html

Various personal studies and 3d projects worked on. This project was built for a competition over the course of 24 hours, in which it placed first. Every asset seen was built from scratch under the required daylong time constraints, including modeling, texturing, assembly in UDK, and effects and post/comp work. I was responsible for the environment, and my teammate Luke Brubaker. Modeled and rigged the Mummy character in the scene. No sleeping occured over the duration of the project.

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