So it's been quite a while since I've pimped anything, but I have a few things I'd like to share. A majority of this pimpage deals with having my work published in
3D Artist Magazine, which was very exciting. Over the past 8'ish months I've gotten work into a few issues of their magazines. I'll start from old to new.
Right before I left
Bungie for
Blizzard I did an "industry insider" interview with the magazine and Bungie was awesome enough to allow me to use some of my work on
Halo: Reach in the article. I think this will be the more interesting part for most people here, and only showcases a fraction of the work I did on the project in terms of weapons and vehicles in the game. These were published in Issue 22 of the magazine and I have some of the higher res shots I will share here.
I did the full cycle on my assets on the project, so the usual blockout, high res, low res, textures, materials, etc. These shots show the high poly and low poly FLAT lighting, if you want to see the materials and final look of the game res you'll have to look up screenshots or play the game
Focus RifleConcussion RifleSabre
The Spartan models were for reference, modeled by the kickass character guys
Next up is some personal work I did, designing another car for myself:
Finally, released earlier in the week, Issue 30, contains part 1 of my 2 part tutorial for 3D Artist Magazine, where I go over designing and creating a muscle car.
I need to try to keep up with posting new work on here.. Anyway, hope you enjoy the work.
//Artem
Replies
Those muscle cars are sex.
would you be able to speak on first person usage vs, third person? Just curious if those wire-frame shots are for either one of those.
Would you mind explaining how you rendered the bikes in your portfolio??!
!
Awesome work and sweet execution as always man
Also, that focus rifle, I mean Easy-Bake Oven (TM) looks sooooooo awesome.
this page is like bookmarked, homepaged, pictures all in my inspirational folder.
Amazing work !
these are amazing.
the sniper
Well done!
This stuff is awesome.
hats off to you
awesome
awesuum.
Agree with Earthquake, any chance of seeing fully textured assets?
I want to marry you!
I have a question, please can you give me some criticism on my models shown here?: http://martynleeball.blogspot.com
Also, is there any chance of a render of some of the models with wireframe on them and turbosmooth and other modifiers off? I would absolutely LOVE to see how you have build such amazingly detailed and perfect models.
Your my inspiration, I want to try and create the Halo:Reach art to a similar standard as your work, and your work is GOD! Hopefully one day I can do this.
I would love to talk to you over an IM service as well to get some crit and tips to help me improve. So if you have time and are willing to I can give you my contact details for which ever IM you use?
Again mate, AMAZING work!
Like I said in the earlier post, they're just flat lighting on the diffuse in Max. Seeing all the maps and materials working properly was all done in-game and I don't have any shots of that, and since I don't work there anymore I unfortunately don't have any access to the files. You'll have to look at the game to see all that. The other solution is the Bungie.net Halo: Reach section has some (not really great) screenshots that were put up a long time ago.
More on the Images Page but you kind of get the idea.. not the best render scenario for the models, but it's somethin'.
Oh, and about the timeframe. If I recall correctly for me personally weapons were between 5-10 days. If the design wasn't working properly in first person it could have taken a day or so more for back and forth on modeling and working with concept. High's took only about 2 days. Vehicles were about double for the full cycle.
As far as the team size, the 3D team was about 8 or 9 of us full-time guys split between characters, weapons, and vehicles. We had contractors too who worked on a bunch of stuff.
//Artem
Always great to see your work Artem, I'm especially thrilled to finally get to see some wires for the low poly stuff, absolutely straight into the reference folder!