Karin LaPadula Home 3D Environments: architectural & Organic Wireframes,  Textures, High res sculpts skies Concept Art sketchbook Photography bOOK iLLUSTRATIONS Resume

Creative process:  Wireframes, Textures, high res models * Karin LaPadula

Art Station High Res Portfolio:  https://www.artstation.com/karmicsiren


Personal work:  Pointed rock.  I'm currently working on the Substance pass for this.  Tools:  ZBrush. Personal work:  Pointed rock Substance pass.
Microsoft Analog Studio:  Madrona tree trunk for Cliff House Mixed Reality environment.  I rebuilt a previous model with ZBrush and Substance.  My new model had to fit in the old model's footprint, which is wrapped on top a rock.  Tools:  ZBrush, Maya, Substance Painter, Photoshop. Microsoft Analog Studio:  Madrona tree trunk (which is clinging to a rock) for Cliff House Mixed Reality environment, ZBrush hi res model.  Tools:  ZBrush.
Personal work:  Ancient tree trunk close-up.  I'm currently working on the Substance pass for this.  Tools:  Maya, ZBrush. Personal work:  Ancient tree with materials, rendered with Mental ray.
Elder Scrolls:  Tamriel Unlimited:  Built Joshua tree set.   Tools:   Max, Photoshop. Elder Scrolls:  Tamriel Unlimited:  Joshua tree wireframe.  Other artists have asked me how I made the Joshua trees.  Spending time in Joshua Tree National Park helped, though this wireframe explains it more. Tools:   Max, Photoshop.   
Personal work:  Reptile Telescope close-up.  I designed the telescope around reptile-like forms.  Tools:   Maya, Substance Painter, ZBrush, Photoshop. Personal work:  Gnarled Bristlecone Pine tree.  I'm currently working on the Substance pass for this.  Tools:  Maya, ZBrush. 
Elder Scrolls:  Tamriel Unlimited, ZeniMax Online Studios:  Close-ups of Order of the Hour banners, intact and deteriorated.  Dragon sculpts and fabric/stitches made with ZBrush.  ZBrush sculpt, right.  Tools:  Max, ZBrush, Quixel, Marvelous Designer, Photoshop. Elder Scrolls:  Tamriel Unlimited:  Hi res scupt for banner dragon emblem. 
Personal work:  Observatory wireframe.  Tools:   Maya, Substance Painter, ZBrush, Photoshop. Personal work:  Observatory. Substance pass rendered with Iray, close-up.  Tools:   Maya, Substance Painter, ZBrush, Photoshop.
Elder Scrolls:  Tamriel Unlimited, ZeniMax Online Studios:  "Kinetic resonator" machine for Clockwork City DLC.  Tools:  ZBrush, Max, Quixel, Photoshop. Elder Scrolls:  Tamriel Unlimited, ZeniMax Online Studios:  "Kinetic resonator" ZBrush Sculpt.  Tools:  ZBrush, Max, Quixel, Photoshop.  
Elder Scrolls:  Tamriel Unlimited, ZeniMax Online Studios:  Tuning fork and crystal machine for Clockwork City DLC; wireframe, left.  Tools:  ZBrush, Max, Substance Painter, Photoshop. Elder Scrolls:  Tamriel Unlimited, ZeniMax Online Studios:  Tuning fork and crystal machine wirefame.  I built the machine in quaters, then duplicated the parts on an axis.  Tools:  ZBrush, Max, Substance Painter, Photoshop.
Elder Scrolls:  Tamriel Unlimited:  Dowry chest in-game; I modeled and textured for Thieves Guild along with it's low res wireframe, right.  Dowry chest concept by the incomparable Mat Weathers.  Tools:  Max, ZBrush, XNormal, Quixel. Elder Scrolls:  Tamriel Unlimited:  Low res wireframe of Thieves Guild Dowry chest.  The chest is a central part of a quest, so some detail was left in the mesh.  One texture sheet was used for two chests of slightly different designs; first one to the left. 
Elder Scrolls:  Tamriel Unlimited:  Source for the high res wireframe which I imported into ZBrush, for Thieves Guild Dowry chest bake. Elder Scrolls:  Tamriel Unlimited:  Texture UV layouts for the diffuse and spcular maps.  There were two different designs for the chest, but they were textured with this one material.    Tools:  Max, ZBrush, XNormal, Quixel.
Elder Scrolls:  Tamriel Unlimited, ZeniMax Online Studios:  Dark Brotherhood Garlas Agea statue I modeled and textured with ZBrush.     Tools:  Max, ZBrush, XNormal, Quixel, Photoshop. Elder Scrolls:  Tamriel Unlimited:   Garlas Agea statue in-game wireframe.
3D render of Gnarled Tree, personal project.  My tree construction methods have evolved greatly over the projects I've work on - from Mechwarrrior4's billboards to Elder Scrolls realistic 3D trees and my person work.   Tools:  Max, Photoshop. 3D render of Gnarled Tree, personal project, wireframe.  Tri buget was 2500.   Tools:  Max, Photoshop.

Creative process:  Wireframes, Textures, high res models

This page shows show of my technical and creative processes in creating some of my work. 

All screenshots identified as Elder Scrolls Online are copyright ZeniMax Media Inc.

I created all elements of the scenes above, except where a scene was a group effort and contributions are specifically noted.

Email:  karin at escapistimagery dot com 

Copyright 2019 Karin LaPadula / Escapist 3D Imagery. All Rights Reserved.