Wednesday, October 31, 2012
Simic Guildgate - Work in progress
This specific MTG card art depicts the Simic guilgate. It provides a good challenge trying to translate art into a 3D object.
Wednesday, October 24, 2012
Velinov Scythe Model Finished
In order to keep myself up to date I have decided to gather concept images drawn by other artists and use them for reference. This keeps me out of my comfort zone and allows me to make the transition into high-quality game models.
At the moment, these images are usually official card art for the Magic the Gathering card game. These are high detailed and challenging. The artist of above concept art does a lot of artwork for Magic cards.
The scythe is a work in progress. The handle and end isn't correct. This post will later update with the finished version.
Update #1:
I fixed the end of the scythe and fixed a few misaligned vertexes. You can see the colour division that I am filling out. While it is possible to unwrap and texture this item, I chose to do a 2D painting overlay in order to save time. This because of the obvious reason that this item won't appear in any project.
Update #2:
And the finished product:
At the moment, these images are usually official card art for the Magic the Gathering card game. These are high detailed and challenging. The artist of above concept art does a lot of artwork for Magic cards.
The scythe is a work in progress. The handle and end isn't correct. This post will later update with the finished version.
Update #1:
I fixed the end of the scythe and fixed a few misaligned vertexes. You can see the colour division that I am filling out. While it is possible to unwrap and texture this item, I chose to do a 2D painting overlay in order to save time. This because of the obvious reason that this item won't appear in any project.
Update #2:
And the finished product:
Thursday, October 4, 2012
Petite Pete/Skywatcher - The little Anti-Air Turret
'Petite Pete' is an little anti-air turret I've created to practice the modeling of functional props. Eventually I renamed it to 'Skywatcher'. It can turn its dome a full 360 degrees and rotate its cannons a little bit over 180 degrees. It is not ambidextrous, so the cannons do not rotate separately.
Wednesday, August 15, 2012
Surface Modelling
After a month of picking up the spline-surface modeling technique. Working on making a habit out of it because curves and details are created faster than using polygon modelling, the result looks very streamlined and components, such as pipe pieces, 'fit' together seamlessly.
Tuesday, June 26, 2012
1 hour model: Helicopter
Helicopter model made within an hour to train perception of reference object detail. It was roughly based off the side of an Apache helicopter. This can be unwrapped and textured to go.
Friday, June 15, 2012
Thursday, June 7, 2012
June Promo images for Project 'Save the world'
Two images of a few of the models used in the project which I'm currently working on. This is my graduation project on dynamic game systems and of course I've taken the challenge of doing both game design and 3D content creation. (among project management)
The project's deadline is set to the end of August 2012, so expect a lot of coverage before and after that moment. This is a very interesting project of which I, unfortunately, cannot release too much yet. I hope to be able to do so in July/August.
The project's deadline is set to the end of August 2012, so expect a lot of coverage before and after that moment. This is a very interesting project of which I, unfortunately, cannot release too much yet. I hope to be able to do so in July/August.
Friday, April 20, 2012
Projected Normal Map on Rocks
So this is the result of a Maya cube taken into Z-brush to brush it into a rocky geometry, then exporting said geometry in a low, medium and high polycount (160, 640, 9900 triangle count). Next I took all of the models into 3D studio max, selected the low and high poly model and derived a normal map (high to low).
Deciding to see what it looks like I then created a material with a bump normal map, which is the result below. The texture is a quick random texture from the site highresolutiontextures.com.
These are the models and the textured versions:
The Normal map looks like the following:
Because I projected it all of the high resolution details are embedded within the uv unwrap of the low poly model. I suspect the hard edges to come from the hard edges in the low poly model. Must remember this for the next time.
Deciding to see what it looks like I then created a material with a bump normal map, which is the result below. The texture is a quick random texture from the site highresolutiontextures.com.
These are the models and the textured versions:
The Normal map looks like the following:
Because I projected it all of the high resolution details are embedded within the uv unwrap of the low poly model. I suspect the hard edges to come from the hard edges in the low poly model. Must remember this for the next time.
Thursday, April 5, 2012
Character Model for a current project.
I have uploaded some screenshots of the human male model for the current game project that is in production. This will be unwrapped, textured and animated to represent different NPC characters.
Tuesday, March 13, 2012
Monday, January 9, 2012
More assets for the zoo game.
This project ended in December 2011 and is currently being patched up for delivery and the showcase upcoming January 19th. The client was very pleasantly surprised and incredibly satisfied with the quality of this game.
When it's been showcased this blog will receive screenshots. For now you can find some in-progress art under the 'read more'
When it's been showcased this blog will receive screenshots. For now you can find some in-progress art under the 'read more'
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