The current project I'm working on is a multi-asset scene with a few tools, a character, a building and a few environmental assets. I have taken my inspiration from Zelda: Windwaker with a viking/medieval scandinavian twist to it. I do this project to practice hand painted textures and to some degree stylized modelling and to get better at organizing and completing more-than-one-asset pieces.
first drop - concept art I am by no means a concept artist, but I needed something to work from, so I sat down and defined how everything should look. Hope you like it! Jo Holm
After all the tools/handheld props were done i started with the scenery/scene. This is the first of 3 trees i will be doing.
I started by doing a basic tree in zBrush with zSpheres, because its a lot easier than using the branches-function in 3ds max. then i moved it all into 3ds max for optimization and thats where I'm at now!
Replies
The current project I'm working on is a multi-asset scene with a few tools, a character, a building and a few environmental assets.
I have taken my inspiration from Zelda: Windwaker with a viking/medieval scandinavian twist to it. I do this project to practice hand painted textures and to some degree stylized modelling and to get better at organizing and completing more-than-one-asset pieces.
first drop - concept art
I am by no means a concept artist, but I needed something to work from, so I sat down and defined how everything should look.
Hope you like it!
Jo Holm
I started by doing a few of the tools, to build up some kind of confidence, hehe.
Second drop - tools
I modeled it all in 3Ds Max and textured it using 3D Coat and Photoshop
Hope you like it
Jo Holm
I'm nearly finished with the backpack, some minor tweaks that I left for tomorrow but it is like 95% done!
It is modeled in 3ds Max and textured in 3D Coat and Photoshop.
Hope you like it!
Jo Holm
After all the tools/handheld props were done i started with the scenery/scene.
This is the first of 3 trees i will be doing.
I started by doing a basic tree in zBrush with zSpheres, because its a lot easier than using the branches-function in 3ds max. then i moved it all into 3ds max for optimization and thats where I'm at now!
Hope you like it!
Jo Holm