Posts mit dem Label matthias käsch werden angezeigt. Alle Posts anzeigen
Posts mit dem Label matthias käsch werden angezeigt. Alle Posts anzeigen

Samstag, 12. Mai 2012

R2 D2 - AO Bake


I was in the need of a place to upload this image, so I've chosen my blog. Just the baked AO in the diffuse channel.

Samstag, 7. April 2012

Steampunk R2 D2 - Lowpoly + Normal

My current project:

I've seen some photos of a steampunked R2D2 on 9gag and later on devianart, so I've decided to do that as a CG model in case that the refs are realistic models.

This is what happens so far, some little details are missing, some parts need to be rebaked. Something around 10000 Tris (damn cylindrical shapes) and a 2k texture.

Prsented with 3dsMax using Xoliulshader 1.6



Samstag, 28. Januar 2012

Montag, 28. November 2011

NYX - Mansion Normal Bake (WIP)

The baked lowpoly of the "nyxt" asset^^ the mansion, complete level geometrie, 94.000 Tris, 2*2048 Normal map, one 1024 tileable for the floors will follow.

Renderings of the highpoly also...if I got some time left (take a look @ last image)


The Highpoly oO...nearly 170.000.000 Polys...still in love with 3dsMax harhar :D



Dienstag, 25. Oktober 2011

NYX - Chimney - Highpoly

Next asset for NYX...the chimney. Highpoly is shown in realtime. Currently unwrapping the lowpoly.

3ds Max Standart material
Mudbox sculpt
 

Montag, 25. Juli 2011

Rendering: Duesenberg

I had to have some final renderings of my wip-car for school, so here they are. Exhaust pipe, exterior mirror, hand gear for handbreake, and some mini-minor-noOneWouldRecognize-details are missing.

Wires will follow when I´ve completed the whole car.
Of coz mental ray rendered.





Mittwoch, 13. Juli 2011

Planetcracker - Baked Lowpoly/Texturing

Baked the lowpoly! Two textures packs with normal/spec/diff/glow, some parts still need to be (re)baked. Just throw a basic material and some colors on it. Now its NDO time, creating more surface detail like on top of the "arm" in second picture.

Pics are made with Xoliulshader, 3ds Max.

 




Montag, 11. Juli 2011

Duesenberg SJ Speedster Weymann - Blockout Part 2

Continued the work....

realtime with wireframe, and mental ray rendered again. Many strange areas which have to be overworked, exhaust are like in real on the left side only now.
Currently I´m working on the details.
Turbosmooth will be collapsed afterwards, followed by optimizing my mesh.






Sonntag, 3. Juli 2011

Duesenberg SJ Speedster Weymann - Blockout

I´ve visited a vehicle-modeling workshop, choosing a Duesenberg SJ Speedster Weymann, Fishtail edition from 1933. Getting the main shapes and playing around with proportions. Very very early WIP pics rendered with mentalRay:


Samstag, 2. Juli 2011

Planetcracker - Highpoly - Part 2

Our project is presented to the CEOs of Crytek, so they have to be some actual renderings for the art-bible. Full size renderings and some close-ups, both in mental ray.


Montag, 27. Juni 2011

Planetcracker - Highpoly - Part 1

Continued the work, started first the first highpoly parts.
Trusses are no simple boxes with tileable alpha-textures.




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.