So I am currently working for a company for a two month project then after that going to be hired on full time by the same people for a 12 month contract. I am still doing commissions from time to time. So you will see some little things pop up here from time to time on my sketch book. The stuff for my primary job however will not show up for a couple months at least I am thinking until the NDA hold is released.
I may do some tutorials as well on how I completed some of my assignments for those of you trying to learn.
Additionally I am working on a game for myself that I will release some details sometime 1st or 2nd quarter of 2016
Artist: Cody Rauh
Status: Available for Work
Portfolio: http://www.codyrauh.com/
Skype: cody.rauh
Really hoping I can meet some people on here that can help me get my foot in the door with a gaming studio for steady work. I have to find a new job in the next couple months cause the last company I worked for closed doors @ Christmas.
Despite working in the industry for several years ( mostly university, virtual world contracts ) I am almost afraid to post a sketchbook here, cause looking at some of the extremely high quality detail work on this forum, as an artist gives me the same feeling as when a young girl looks at a supermodel in a magazine and feels she is fat and ugly.
With that out of the way here is some of my work. This first section is a series of speed models, that I have spent 30 minutes to a couple hours on. I focus mainly on low poly as I develop assets for games, rather than movie or post process HD renders.
Hey guys so I have been working on my texturing as it is definitely my week spot. I have some things I feel are an improvement, but they are definitely not quiet there yet.
I feel if I keep at it every day though I will continue to get better. Please keep in mind these are modeled towards MMO's and mobile devices with a limited texture files and polycounts unlike the super cool high polish cg's for movie etc that I see on here that blow my mind.
Looks very nice! If you don't mind me suggesting, some more visible scratches on the metal sign thing might look nice, or possibly some kind of slight highlights on the edges
So I work doing mobile game and online game assets on platforms with some limited graphic capability. Generally for clients who want entire characters, from start to finish in a few hours and generally for super cheap.
When asking for career advice on finding something new, ( company I worked for two years closed doors around Christmas ) The advice I received in short was... If you worked harder and longer, and didn't suck so bad maybe someone would hire you.
Advice which really doesn't help. Especially when the recommendation is to try working 10 hours a day and I work between 13 - 21 hours 7 days a week.
Anyways none of that really does any good to talk about. Cause I know no matter what I say some asshole from the anals of the internet will just come up with a retort for every thing I say.
So started a new project to do something next gen / high fidelity detail, cause it may be true, I might just suck, but even so I would rather do something about it, and either prove I don't, or eventually not.
5 hours in and at a stopping point for a moment, want to let it soak and think how to approach the next part. Still feel I am way to slow, but guess that comes with doing it more and more.
Paid work takes over personal projects just about any day... just started working on this piece and will be probably one of the many works in progress in my sketchbook.
@ GE, sent you a pm, sorry I didn't get to you sooner!
Hello guys!
Just wanted to keep everyone up to date. I am now booked for the next 3 - 4 months. I am looking to connect for larger projects which are starting their development timelines around late July to early August. Here is my latest work expect a lot more stuff to come in the next few months, as I complete more work and revamp my portfolio.
So continuing on with the one project for my client I am doing the room of the casino, still need to be populated with more of the content I am building out, but it is getting there.
So currently working on an anvil in mudbox. The pieces are separated out, as Anvil horn,
hammer striking surface, base, and then stump.
A. I am not sure what is causing mudbox to have a fit with this corner here, but is making it appear funny in the scene. To the left I have screenshot the geometry for you guys to look at. it looks fairly normal to me, so guessing it may be an import/export setting?
B. Waiting for Oglu or onionhead, to help me figure out why even with falloff turned on my brush + a stencil I am still getting bleed on my sharp corners from the brush and how to prevent it. Maybe someone who stumbles on this thread uses mudbox and knows?
C. Is just a part where I plan to put the nail/bolt for securing anvil. Just wanted to point out I wasn't going to leave it like that, lol.
This is very much work in progress, and look forward to posting the final once all the issues are worked out and the model is complete.
Just did a test run on my new wacom tablet. Within the first 1 hour of working with it in Mudbox I produced this cool Elder Scrolls Inspired "Dragon Stone" floor tile.
Hey guys, wanted to post a short go through of my work through from Blender > Mudbox > Unity. It isn't super detailed but, am hoping maybe it will be useful to someone.
Here is a new weapon I designed as a personal project affectionately known as "The B***h Stick".
Finally got around to texturing one of my old low poly weapon models
From here I think put in a light amount of veins, add shading.
After adding in irregular skin pigment I add a normal map
and start adding pores of the skin if the model requires
that level of fidelity.
It is all pretty standard I assume compared to the
work flow most everyone else uses.
Is there anything you are struggling with in particular?
Took me a while to do this one, one of the challenges is that the tables needed to retain ultra sharp resolution at close distance, and be readable through the occulus rift device for the player.
I am hoping to post a working breakdown of the project soon, if not I will do one for the building I will be posting today or tomorrow, that I am putting final touches on.
Hey guys, so things have been going really well, and I am uber busy at the moment!
I wanted to post some work in progress screenshots from the "Heroic" project.
I will be posting some more related to some other projects towards the end of the month.
I hope it will help some of you, if you are working in a similar workflow pipeline,
or give you greater insight into how I am accomplishing some of my results.
Currently finishing up two more projects, and both nearly a week ahead of schedule.
Here is another preview of some of the work I am doing for a simulator project.
I have the sculpting down pretty well, enjoying it a lot, still having trouble getting used to controlling
polygon level in dynamesh, and using transform tools with my subtools.
Been a busy past couple of months, between security contracting and CG Art for clients. Here is one of my latest items, which is part of an entire level I am developing for a client this week.
Got back to working on the mineshaft for heroics. Past few months the game has been undergoing a style change. You will see the model is not completely finished as there is the white posts on the sides of the shaft.
There are a few parts where I managed to get the uv's to close and mudbox is causing a bleed while painting so currently fixing this. You won't see the beeding as it is covered by the wireframe.
Style is going more towards a polished "Massive Chalice" feel.
I hope everyone had a Happy New Years, and a Merry Christmas if you celebrate those holidays.
Today I finished another project for one of my current clients on a game called "Dunk Punks".
Not only do I have the picture for you to view but also a breakdown of how I did it.
I have a little bit of time to do some work for someone... before I go into a 12 month contract with a university client, hit me up could use some holiday cash to get presents for the family!
Currently working on a low poly police belt as a commission. I figured I would show you this until work from my new job is released from NDA. The stuff for my main job is high rez super cool, and a little gross due to subject matter, lol.
Here is the latest finished commission I completed for a customer who found me via Polycount. I will probably be doing a couple more while I wait for the next project to start for my main job after New Years.
Replies
Status: Available for Work
Portfolio: http://www.codyrauh.com/
Skype: cody.rauh
Really hoping I can meet some people on here that can help me get my foot in the door with a gaming studio for steady work. I have to find a new job in the next couple months cause the last company I worked for closed doors @ Christmas.
Despite working in the industry for several years ( mostly university, virtual world contracts ) I am almost afraid to post a sketchbook here, cause looking at some of the extremely high quality detail work on this forum, as an artist gives me the same feeling as when a young girl looks at a supermodel in a magazine and feels she is fat and ugly.
With that out of the way here is some of my work. This first section is a series of speed models, that I have spent 30 minutes to a couple hours on. I focus mainly on low poly as I develop assets for games, rather than movie or post process HD renders.
[ IMG Missing ]
I feel if I keep at it every day though I will continue to get better. Please keep in mind these are modeled towards MMO's and mobile devices with a limited texture files and polycounts unlike the super cool high polish cg's for movie etc that I see on here that blow my mind.
When asking for career advice on finding something new, ( company I worked for two years closed doors around Christmas ) The advice I received in short was... If you worked harder and longer, and didn't suck so bad maybe someone would hire you.
Advice which really doesn't help. Especially when the recommendation is to try working 10 hours a day and I work between 13 - 21 hours 7 days a week.
Anyways none of that really does any good to talk about. Cause I know no matter what I say some asshole from the anals of the internet will just come up with a retort for every thing I say.
So started a new project to do something next gen / high fidelity detail, cause it may be true, I might just suck, but even so I would rather do something about it, and either prove I don't, or eventually not.
[ IMG Missing ]
Hello guys!
Just wanted to keep everyone up to date. I am now booked for the next 3 - 4 months. I am looking to connect for larger projects which are starting their development timelines around late July to early August. Here is my latest work expect a lot more stuff to come in the next few months, as I complete more work and revamp my portfolio.
cheers,
Cody
http://m1.behance.net/rendition/modules/107070181/fs/bf18125f9ed861d450cae11dd6cdb6a1.jpg
See the full size version here...
http://cody-rauh.deviantart.com/art/WIP-1-Occulus-Rift-Casino-445953679
View the full version here! - http://cody-rauh.deviantart.com/art/Crate-of-Hell-446323833
hammer striking surface, base, and then stump.
A. I am not sure what is causing mudbox to have a fit with this corner here, but is making it appear funny in the scene. To the left I have screenshot the geometry for you guys to look at. it looks fairly normal to me, so guessing it may be an import/export setting?
B. Waiting for Oglu or onionhead, to help me figure out why even with falloff turned on my brush + a stencil I am still getting bleed on my sharp corners from the brush and how to prevent it. Maybe someone who stumbles on this thread uses mudbox and knows?
C. Is just a part where I plan to put the nail/bolt for securing anvil. Just wanted to point out I wasn't going to leave it like that, lol.
This is very much work in progress, and look forward to posting the final once all the issues are worked out and the model is complete.
You can view him larger @ http://m1.behance.net/rendition/modules/109846905/fs/eac56c50fa65e4fd8d050a7d3507a505.jpg
Keep on doing the good stuff!
Thank you exo! I hope you enjoy the forums here. There is a lot of great people with lots of good advice to help a person improve.
I hope you guys like it.
Mudbox is still giving me hell, which is slowing me down but at least the quality is coming out nice.
view it full size here: http://www.codyrauh.com/187217/2898537/art/3d-props
really enjoy it, your anvil is very real, great texturing too
you have a talent
Thank you diedir! Especially for the compliment on texturing, since I feel it is my weak point.
https://www.behance.net/gallery/Heroic-Tower-Project/16290059
Let me know what information it lacks that you would like to see in my next project workflow review.
Cheers,
Cody
Here is a new weapon I designed as a personal project affectionately known as "The B***h Stick".
Finally got around to texturing one of my old low poly weapon models
view it full size here: http://m1.behance.net/rendition/modules/111437931/fs/e292ef5b2afb614e94cecfa5620331cb.jpg
Thank you.
I usually start from scratch and throw on a flat flesh tone base.
Then create 3 more layers one each for the each facial colour zone.
http://www.guldbaek.dk/wp-content/uploads/2012/07/MartinGuldbaek_Agent-0047_FaceColors_WIP.jpg
From here I think put in a light amount of veins, add shading.
After adding in irregular skin pigment I add a normal map
and start adding pores of the skin if the model requires
that level of fidelity.
It is all pretty standard I assume compared to the
work flow most everyone else uses.
Is there anything you are struggling with in particular?
To view full size please click here: http://cody-rauh.deviantart.com/art/Riftsino-Game-Tables-451703654
Took me a while to do this one, one of the challenges is that the tables needed to retain ultra sharp resolution at close distance, and be readable through the occulus rift device for the player.
I am hoping to post a working breakdown of the project soon, if not I will do one for the building I will be posting today or tomorrow, that I am putting final touches on.
I wanted to post some work in progress screenshots from the "Heroic" project.
I will be posting some more related to some other projects towards the end of the month.
I also have a Work in progress / breakdown that I am doing which you can view here:
https://www.behance.net/gallery/16821597/Heroic-PC-Game-(WIP)
I hope it will help some of you, if you are working in a similar workflow pipeline,
or give you greater insight into how I am accomplishing some of my results.
Here is another preview of some of the work I am doing for a simulator project.
Updated: Finished / Ship - Helo - Rig
polygon level in dynamesh, and using transform tools with my subtools.
Thought I would share a fun little wireframe screenshot.
or email me @ cody.rauh@gmail.com for a quote regarding your project!
Here is another update with some low poly vehicles I am doing for the same project.
There are a few parts where I managed to get the uv's to close and mudbox is causing a bleed while painting so currently fixing this. You won't see the beeding as it is covered by the wireframe.
Style is going more towards a polished "Massive Chalice" feel.
I hope everyone had a Happy New Years, and a Merry Christmas if you celebrate those holidays.
Today I finished another project for one of my current clients on a game called "Dunk Punks".
Not only do I have the picture for you to view but also a breakdown of how I did it.
View the project breakdown here: View Here
http://boxofpolygons.com/
I am either going to do very small custom works, or make stuff to sell on the STEAM creators market.
If you guys could tell me what you think of my website.
Thank you!
- Cody
is released from NDA. The stuff for my main job is high rez super cool, and a little gross due to subject matter, lol.
via Polycount. I will probably be doing a couple more while I wait for the next
project to start for my main job after New Years.