Freitag, 26. August 2011

Science Fiction floor - Modular modeling

WIP of my 3D Modeling Examination. I have to build a SciFi floor with modular pieces, 75.000 Tris & 3 Textures Packs (Diff, Spec, Norm, Glow, etc) with a size of 2048 pixes are allowed. The usage of realtime shaders isnt asked, will be (mental ray) rendered at the end.


Final blockout. Tricount is 38.238 at the moment, so I´ve many space for additonal modules, the length, maybe an opened door etc.

The highpoly. Not sure about any single detail, some meshes are still  lowpoly´s

Another version of my wall module. Got to add a frame for the vent.

Close up of my door.

Dienstag, 2. August 2011

Duesenberg SJ Speedster Weymann - Final Highpoly

Finished the HP of my Duesenberg. Got to complete the interior parts and afterwards some close up renderers & wires will follow. Also heading for the engine and of cos the game-mesh.

Mental Ray reflection test of my final highpoly :D
Smoothed 2 times

Mental Ray reflection test of my final highpoly :D
Smoothed 2 times


the wires..reduced turbo-smooth iterations to 1 for better cognizability.


Different versions of it, body-paint, exhaust, rims, bumbers, front window, roof, front lights and some other parts are alterable.
Working on the dashboard and some additional interior parts. Also have to sculpt the roof in Mudbox.

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.



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!