First time I get my hands on DX11 Tessellation, and yeah... its a bit buggy but makes a lot of fun to play with.
Some of the holes which appears when using Tessellation can be fixed by smart modeling, for other issues I've to wait for a fix from Epic Games or Nvidia.
I've overdone the Tess. effect very much, so you can clearly see whats happening. Sorry for low-res screengrabs, will post some nice one when I've got some more modules and my first basic level setup around.
Anyway, started with the diffuse too. I give a fuck about polycounts and texutre sizes, higres first, optimizing afterwards :p
Donnerstag, 28. Februar 2013
Freitag, 22. Februar 2013
Donnerstag, 21. Februar 2013
Modular Cathedral - Start
Freitag, 30. November 2012
R2 D2 - Texturing.....nearly finished
Finally found some time to continue the work on this little guy. Messed up my wood texture, got to remake it. Dirt/scratches/rust completely missing, also gloss map isn't created yet.
Mittwoch, 15. August 2012
3ptools Lite - 3D Modeling plugin by 3Point Studios
I have to share this. AMAZING pluging. I'll give it a try at home this evening :)
Montag, 11. Juni 2012
Sig Sauer P226 - WIP Basemesh
Working on a Sig Sauer P226 Rail edition.
Non
optimized basemesh, many supporting edges and mostly just shaped the
body. Currently closing the last holes and adding any geometry detail I
want to include in my lowpoly afterwards.
Just love to work with basemeshes, so easy to create high and lowpoly from it ♥
Freitag, 18. Mai 2012
Samstag, 12. Mai 2012
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
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
Sonntag, 29. Januar 2012
Duesenberg - Engine WIP
Started to work on the engine. just some little parts here to get an idea of the main construciton and some reference points.
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
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
Donnerstag, 3. November 2011
Dienstag, 25. Oktober 2011
NYX - Chimney - Highpoly
Freitag, 21. Oktober 2011
Mittwoch, 19. Oktober 2011
NYX - Rocking Chair
Decided to do some Freelance Work for a Student project named "NYX".
Video
First little prop was a rocking chair. Working with 512 Maps is quite a nice texturing training :D
Video
First little prop was a rocking chair. Working with 512 Maps is quite a nice texturing training :D
Freitag, 7. Oktober 2011
Samstag, 24. September 2011
Montag, 5. September 2011
SciFi Floor - Mental Ray testings
The rendered images for my examination. Thats all about mental ray, I´ll finish this one in realtime.
Dont ask for my textures, time was running out, so I´d have to throw some colors and basic noise on it an go for it. Still hating the combination of specular map + mental ray >.<
Dont ask for my textures, time was running out, so I´d have to throw some colors and basic noise on it an go for it. Still hating the combination of specular map + mental ray >.<
Donnerstag, 1. September 2011
Abonnieren
Posts (Atom)












































