Montag, 27. Juni 2011

Donnerstag, 23. Juni 2011

Planetcracker - Blockout

Have to stop the work on my pipe-construction, cause project work is calling. So lets get started with the Planetcracker, an experimental, more than huge, mining-laser which was constructed to harvest whole planets.
Rendered blockout with first details in it.
Mental ray wuhuuu....!!



Samstag, 18. Juni 2011

Industrial Design - Texture WIP

Got some textures in my industry scene now. Some of them are just quick&dirty (esp. pipes) to get an idea of the final appearance. Got some lighting errors in my rendering, but I´m going to bring this into UDK so it doesnt matter :p

Screens are rendered with mental ray in 3dsMax.



Freitag, 10. Juni 2011

S.W.A.R.M - Warpgate - Final

This is the final asset for the project. The highpoly is rendered in mental ray, any other screen is taken in 3DS Max using the Xoliulshader.
Textures are 2048*2048, the glow map too, because we´re using CryEngine2 and so it will be the alpha-channel of the diffuse.

Team!







 

Donnerstag, 9. Juni 2011

Working on my texturing Skills - Part 4

My final result for the Game Artist Contest. Added the Gloss map and worked on the details. I could invest more time, but I´ve decided to stop working it with the ending of the competition, so I can concentrate on my portfolio stuff.


Working on my texturing Skills - Part 3

The end is close....20 hours left until contest is over. Some little amount of work in all maps is left (scratches, used-effects, normals for theese etc.)
Glossines is still missing but it will be realy easy to create by reusing the existing maps. Map sizes are 2048*2048 Px.
Reflection and Glossines will be reduced to 1024ers later.



Presented with Xoliulshader:


Samstag, 4. Juni 2011

Working on my texturing Skills - Part 2

Found a texturing contest on Game-Artist.net with a realy nice model to texture, so I´ve decided to take the time, improving my skills and getting some nice results. And its also a realy big fun doing this.

The model, Unwrap, Normal- & AO-Bake was done by Jeroen Groen, only diffuse and any additonal details for normal and specular are my work.


Donnerstag, 2. Juni 2011

Industrial Design - Blockout Part 3

Used some time to work on my indusrty scene. Current status is shown below.




The modules

Working on my concrete skills.

I´ve got some feedback on my Wall, so I invest the time to create another one, concentrating on the physical material behaviour. This is my current status, some little details still missing...

1504 Tris, Normal, Diffuse, Specular 2048Px
Screengrabs from 3dsmax:

WIP

Mittwoch, 1. Juni 2011

Working on my texturing Skills - Part 1

Used some free time to finish a concrete-wall segment which I´ve made at school. This was  texture training primarily, so there is a heavy usage of supporting edges.

Polycount: 1574 Tris
Textures: Diffuse, Normal, Specular 2048Px

Screengrabs using Xoliulshader: