Hey all! This is my first, well technically second, post on Polycount. I wanted to show my first take on modeling/texturing in Telltale's style. I applied for the Environment Artist position and wanted to show everyone what I sent them. I'm really loving this inking, graphic novel style A LOT! Like, really loving it. It re-awakens everything I wish I could do in my childhood memories making artwork. Now that I can incorporate it in 3D, it's pretty awesome.
I can also post WIP for my next little piece which is Walking Dead Inspired of Clementine's house. I will start a thread for this..BUT
the only problem is...
my noob self doesn't know how to start a thread!!! Can anyone out there help a noob out !!
Nice work everyone I always spy on you gents for inspiration :P
Anyway I had made this for some of my buddies at 38 who used faogen to bake AO maps. Since Faogen isn't a free program I was why not replicate the process in Xnormal?
I hadn't posted this, I just occasionally would share it with fellow artist at work. But Mr Poff and Elija suggested I post it here.
Very much a Work in Progress. Slowly chewing through the details on the A34 Comet with what little free time I have at the moment. I swear they built this tank by covering it in glue and rolling it through a scrapyard.
Really nice Arkadius, thanks for the workflow! Do you have a standard for pure AO settings in XNormal? Whats your spread angle etc? You keep the same settings for the Hemi AO?
Working on a map for CSGO. Been working on it for a long time. Its up on the workshop HERE
Not using any stock content (except the stone wall on the yellow house, which is just placeholder)
Cheers!
Looks good!, im not sure about the stone staircase thou, seems a bit odd place for it..?
Btw, do you happen to be finnish, because the environment looks as finn as hell
Looks good!, im not sure about the stone staircase thou, seems a bit odd place for it..?
Btw, do you happen to be finnish, because the environment looks as finn as hell
Thanks!
The stone staircase is based on a real place. Might look off when seen from above though
ENODMI: Very nice! Really clean. To me, the creases in her lips are a bit rough and lack the fine details in comparison to the fine pores. Otherwise ace.
Rayph: So damn awesome! Clean stuff! I really dig them.
@AlecMoody - The client is Volvo. I did some past work for them on a drum brake assembly and they contracted me to do some more work for them. I will be doing the clutch assembly after this is done. And no, not real time. My job was to make sure these models were animation friendly for a local North Carolina studio I'm working with.
Though, I need to be up front and say the transmission isn't completely my work. The time estimate I gave them didn't fit in the optimal time frame, so we found a compromise. They gave me the CAD data, and I cleaned up the large forms (mostly the cast iron red bits), and I modeled the rest in ZBrush. Was my first time working with imported CAD data. Man what a royal mess that is.
This outpost arena I made is only 7000 tris, and it only took me a week to do! So proud. Everything here is in UDK. Also the whole arena uses one texture except for individual props.
Been making a few custom alphas in z got a nice hair brush going now and still tweaking a pore brush, just slapped it on a quick base mesh of a old zombie I did awhile back and gave it a quick sculpt just to see how it would look.
Replies
I can also post WIP for my next little piece which is Walking Dead Inspired of Clementine's house. I will start a thread for this..BUT
the only problem is...
my noob self doesn't know how to start a thread!!! Can anyone out there help a noob out !!
Thanks for looking!!!
Cheers.
Steve O
critique anyone?
[ame="http://www.youtube.com/watch?v=uaDMlP_8q9A"]http://www.youtube.com/watch?v=uaDMlP_8q9A[/ame]
http://www.polycount.com/forum/showthread.php?t=115372&page=5
more images in the thread.
MMmmm, finally.
A lot of things un-finished, doing all variants this is just the near completed one.
This has been updated quite a bit since this render, I just haven't made a new one.
Crosspost from my WIP thread located here :- http://www.polycount.com/forum/showthread.php?t=125034&page=1
Genuinly started working on the diffuse day laying down the bigger strokes, also started on a diorama and pose which I might post later.
Oh and, up the irons!
Thanks
Up the Irons!! \m/ \m/
AMAZING WORK.
Also that computer and pistol are nice!
Thanks Guys!
@Eight :P
Surething this are the settings I tend to use for the hemi and the Ao map. I think I got them off a tut on Xnormal's site
moof - Really like that last piece. Very moody
Free_Fall - Those are some clean bakes. I like:)
rough:
Thread
Thank you sir! And thanks again for the tutorial
Looks good!, im not sure about the stone staircase thou, seems a bit odd place for it..?
Btw, do you happen to be finnish, because the environment looks as finn as hell
Thanks!
The stone staircase is based on a real place. Might look off when seen from above though
Swedish
Rayph: So damn awesome! Clean stuff! I really dig them.
Freelance:
Personal:
Having fun with both though. On a side note, ZBrush is a lifesaver for getting hard surface stuff done FAST.
And a bone "weapon" for a character in progress:
Went back to my waterplant level. Finally got water caustics to work
Who is the client having you model high res semi-truck parts? Is this for realtime? It looks great.
C/C Welcome. - http://www.polycount.com/forum/showthread.php?p=1922009#post1922009
http://polycount.com/forum/showthread.php?p=1673942
Though, I need to be up front and say the transmission isn't completely my work. The time estimate I gave them didn't fit in the optimal time frame, so we found a compromise. They gave me the CAD data, and I cleaned up the large forms (mostly the cast iron red bits), and I modeled the rest in ZBrush. Was my first time working with imported CAD data. Man what a royal mess that is.
Textures this one today
model is viewable on p3d.in
http://p3d.in/oQqPX
this tread was a inspiring influence for my noob level.
higher resolution here
http://cghub.com/images/view/658107/
Been making a few custom alphas in z got a nice hair brush going now and still tweaking a pore brush, just slapped it on a quick base mesh of a old zombie I did awhile back and gave it a quick sculpt just to see how it would look.