I have finally created a website to make it easier to display and view my work. Please check it out at:
https://www.brennanhornburg.com/
Brennan Hornburg - Artwork
Samples of my latest professional and personal work.
Sunday, June 30, 2013
Tuesday, December 11, 2012
Wednesday, November 14, 2012
FX Demo Reel - Arcane Legends
Video contains in game samples of my VFX work on Arcane Legends. I was the sole FX artist on the project, responsible for all combat, environmental and miscellaneous VFX. I also was responsible for creating the visual style for the VFX.
Wednesday, July 18, 2012
Friday, September 16, 2011
Production Work - Cancelled Star Wars game


Here are props I've made using 3ds Max and Zbrush used in an environment from a recently cancelled project using Unreal. I placed and created the asteroid wall, the structures attached to the asteroid wall, rocks, crates, cargo nets and hanging banner.
(Other artists were responsible for the remaining hard surface geometry, lighting, skybox and effects.)
Production Work - Cancelled Star Wars game
I created the door from some Star Wars concept art and then hand painted the normals using nDo in Photoshop.
I created a quarter section of higher poly crate, reduced the polys by removing edge loops for my in game model and baked normals in 3ds Max. I then duplicated the quarters by mirroring them to create the whole crate. I added other normal details using nDo and then generated my diffuse and spec maps in Photoshop once I decided the normals were final.
This asteroid began as a simply mesh in 3ds Max that had an irregular profile from all angles. I then brought it into Zbrush to generate detailed version and paint color map. I exported back to Max, used the reto tools to generate my in game model (as I had deformed my original mesh) and baked my normal and AO maps.
All props above are shown in Unreal static mesh viewer using Unreal materials.
Sunday, August 29, 2010
Wednesday, January 6, 2010
Friday, January 1, 2010
Tuesday, December 1, 2009
Mafia Game 3d Environments
Environment in Unity
Environment in Maya
Wireframe in Maya
The palace is the main location for our 3d version of the turn based fights. All modeling, textures and lighting by me. Texture and poly limits are similar to PS2/Wii.
The store environment was done to show we could match the target concept art given to us (below). (Character is just placeholder from Godfather 2 console assets.)
Environment in Maya
Wireframe in Maya
The palace is the main location for our 3d version of the turn based fights. All modeling, textures and lighting by me. Texture and poly limits are similar to PS2/Wii.
The store environment was done to show we could match the target concept art given to us (below). (Character is just placeholder from Godfather 2 console assets.)
Subscribe to:
Posts (Atom)


























