Hi people, I've published today my new online portfolio, I also added a lot of new galleries, here you can see some of the models from these new galleries, I hope you like it, as always crits and comments are welcome
Some ultra low poly models (about 300 tris) which I made for the game The last mage
Model for an augmented reality app for smartphones and tablets, the character is a caricature of Hilde Haugsgjerd, the editor in chief for the Norwegian newspaper Aftenposten.
Hi people, I just added another new gallery to my online portfolio, this time a cartoon swat that I made for an incoming title from Ideaworks Game Studio.
First of all tucho, I'm a fan of your work, I've had your portfolio bookmared for a long time. I'm also a fan of your workflow, but I have a question about that.
What kind of basemesh are you taking into zbrush in order to sculpt, bake and then get a nice low poly? Are you modelling the lowpoly first then taking it into zbrush and dividing with smoothuv off to keep the volume of your low poly? Or are you using a custom basemesh for everything you do, then making a custom low poly to bake to? I'm interested to know, thanks!
Thanks for your kind comments Memory, I'm glad you like my work .
For sculpting I use a different basemesh than the lowpoly model itself. In the case of human characters I use always the same basemesh (well not exactly the same, normally I improbe it a bit with each work), for clothing, etc, I make custom basemeshes, normally in 3ds Max. Dynamesh allows you make your basemeshes directly on Zbrush, but it is almost imposible to get a decent clean mesh using dynamesh, so if I have time I prefer to make a good old school basemesh. It is not necessary a complex basemesh, in most of cases a really lowpoly basemesh, but made with quads and a good topology work fine to sculpt almost anything.
Once the highpoly model is done I normally use topogun to make the retopology and get a nice lowpoly model. For normal and occlusion projection I Use Xnormal.
So normallly my pipeline is: basemesh in Max---> sculpting in Zbrush---> retopology in Topogun---> UVs in Max ---> Projection in XNormal---> textures in Photoshop.
A new gallery on my portfolio , this time it is a customizable low poly character (1600 to 2200 tris depending on the props) that I made for an incoming project from Qigames.
These low poly characters (1600 to 2900 tris depending on the props) are an expansion of the customizable male model that I made for a project from Qigames
cool stuff, love 3d printing Like how clean everything is, got some tutorials on texturing/baking? I like that tank for Isotx, was an intern there couple years back, awesome studio, nice to see you post that stuff here
I use XNormal for texture baking, it is a powerful software which gives me much better result than projecting normals, occlusions, cavities, etc from 3Ds Max, Zbrush, etc... and it is free! You can find a lot of useful tutorials on its own website
Hi again guys, just added a new gallery to my Online portfolio, this time some characters for Zombeer game from Moonbite.
Highpoly and lowpoly models and the UVs were made by Alberto Peteiro and I made the textures (diffuse, specular and high frequency detail of the normal map)
I am officially impressed Tucho, you have tons of quality work here!
Even the lo-poly stuff is right on the money!
and so much freelancer work, You rock man, Well done!
Im quite Jealous
I think the skin is too shiny or glossy on most of the characters but that's probably too late to change now.
If you only textured these new models you really should post the texture flats as well.
I think you need to cull out some pieces as your portfolio is IMO way too big right now with over 40 pieces. Right now it is pretty hard to get a nice overview of what you can do because of the size. I'd remove the 'Old Work' section entirely and at least the Gangstar stuff as well (it's very lowpoly with very flat textures).
@ Nosslak: These pictures are Xouliul Shader and shading and lighting are a bit exagerated, ingame the characters looks much less shiny.
You're right about my portfolio, it is getting pretty massive, I was thinking on change it for a while, but I'm not sure how to proceed, I think that I'll move several galleries to old work and just leave on the main galleries the most recent/remarkable work... or maybe I could create more sub-sections: Current gen characters, Low poly characters, current gen environments, sculptings, etc... I still don't know how I'll proceed but I'll make some changes on my portfolio soon, to make the navigation easier.
About remove 'Old Work' I don't want to do it because there is the 'Glest' gallery, it is the game which let me get into the game industry, and still there are a active community around it... it is like my history :P
About the Gangstar stuff, yep, I'm not too proud of it, but these kind of work is a considerable percentage of my incomes (I don't publish all lowpoly stuff that I make) and this title is pretty well known, so it is a good attraction for clients who are asking for something similar.
haha, thanks, I try to no work more than 8 hours a day (not always possible ), I made these models more than a year ago (well, the Riddick ones a bit less), but I just got permission now to publsh it.
I'm expecting that this year be released some more games which I worked on, so will be more galleries on my website
Replies
Props and buildings for Risen 2
Great work!
I especially like your logos and emblems on the mage game characters... Great work!
I'm a bit surprised because it seems that the models which most like to the people are the ones for The Last Mage.
To be honest I just made the half of the logos, fire, ice, stone and lighting was already done, I just made the rest of them matching its style
And a environment which I made for Gangstar Rio game
What kind of basemesh are you taking into zbrush in order to sculpt, bake and then get a nice low poly? Are you modelling the lowpoly first then taking it into zbrush and dividing with smoothuv off to keep the volume of your low poly? Or are you using a custom basemesh for everything you do, then making a custom low poly to bake to? I'm interested to know, thanks!
For sculpting I use a different basemesh than the lowpoly model itself. In the case of human characters I use always the same basemesh (well not exactly the same, normally I improbe it a bit with each work), for clothing, etc, I make custom basemeshes, normally in 3ds Max. Dynamesh allows you make your basemeshes directly on Zbrush, but it is almost imposible to get a decent clean mesh using dynamesh, so if I have time I prefer to make a good old school basemesh. It is not necessary a complex basemesh, in most of cases a really lowpoly basemesh, but made with quads and a good topology work fine to sculpt almost anything.
Once the highpoly model is done I normally use topogun to make the retopology and get a nice lowpoly model. For normal and occlusion projection I Use Xnormal.
So normallly my pipeline is: basemesh in Max---> sculpting in Zbrush---> retopology in Topogun---> UVs in Max ---> Projection in XNormal---> textures in Photoshop.
I hope that these info be a bit useful for you
New gallery added, this time some ultra lowpoly models which I made for Railroad Island, an iOS/Android game from Summer Time Studio
Printed models were painted by Jens Christian Jensen from Valdemar Miniatures.
[img][/img]
I use XNormal for texture baking, it is a powerful software which gives me much better result than projecting normals, occlusions, cavities, etc from 3Ds Max, Zbrush, etc... and it is free! You can find a lot of useful tutorials on its own website
The painted model of the Russian warship, as usual it was painted by Jens Christian Jensen from Valdemar Miniatures.
And a new ship model: the bremer kogge
Highpoly and lowpoly models and the UVs were made by Alberto Peteiro and I made the textures (diffuse, specular and high frequency detail of the normal map)
Even the lo-poly stuff is right on the money!
and so much freelancer work, You rock man, Well done!
Im quite Jealous
If you only textured these new models you really should post the texture flats as well.
I think you need to cull out some pieces as your portfolio is IMO way too big right now with over 40 pieces. Right now it is pretty hard to get a nice overview of what you can do because of the size. I'd remove the 'Old Work' section entirely and at least the Gangstar stuff as well (it's very lowpoly with very flat textures).
@ Nosslak: These pictures are Xouliul Shader and shading and lighting are a bit exagerated, ingame the characters looks much less shiny.
You're right about my portfolio, it is getting pretty massive, I was thinking on change it for a while, but I'm not sure how to proceed, I think that I'll move several galleries to old work and just leave on the main galleries the most recent/remarkable work... or maybe I could create more sub-sections: Current gen characters, Low poly characters, current gen environments, sculptings, etc... I still don't know how I'll proceed but I'll make some changes on my portfolio soon, to make the navigation easier.
About remove 'Old Work' I don't want to do it because there is the 'Glest' gallery, it is the game which let me get into the game industry, and still there are a active community around it... it is like my history :P
About the Gangstar stuff, yep, I'm not too proud of it, but these kind of work is a considerable percentage of my incomes (I don't publish all lowpoly stuff that I make) and this title is pretty well known, so it is a good attraction for clients who are asking for something similar.
And one more new gallery, this low poly models for the game Riddick: The Merc Files
[ame="http://www.youtube.com/watch?v=wp4jzBqGYHE"]Riddick: The Merc Files Official Trailer - YouTube[/ame]
Great Job
I'm expecting that this year be released some more games which I worked on, so will be more galleries on my website
Here are 3 new ships for Valdemar Miniatures, as usual final models were painted by Jens Christian Jensen. You can see the full gallery here
[ame]www.youtube.com/watch?v=xsYterF4ffc[/ame]
Most of them have between 1k and 2k tris, final bosses have about 3k and the final dragon has 5k.
I hope you like it, as always crits and comments are welcome.