Amazing work man, everything is top notch. I especially love that ship. The site is very nice as well, simple and to the point. My only suggestion would be to add a back button to the bottom of all the sub pages for faster navigation back to the homepage. Good luck with freelance stuff .
Hey, this is great work as everyone pointed out. Saved to inspiration folder.
That fall scene is really really awesome man.
My only crit is to possibly pull the fog back a little on the first two scenes. A really minor point, but it would make those scenes perfect in my eyes if they were a tad clearer.
I'd like to see more technical info on the pieces. Like the yatch, you say there's no baked lighting but then you don't specify how it was rendered, which engine, what's mesh and what's bsp and there's no wireframes or polycounts.
I pretty much loved everything BUT that "cybernetis facility". There are some nice shapes, but I just can't tell WTF IS THAT. Is it an automated factory? No doors? No windows? No chimney, no power lines? And there's just too much detail on the building itself, so I don't really know where to look. So much color contrast, shadows, shapes, everything! I think the concept is WAY better than the finished piece.
But that's all I can crit on your stuff. Amazing and inspiring work.
the rock modelling in your terrains is fantastic, how did you achieve those results exactly? do you just generate it somehow or sculpt the terrain or a combination? details would be appreciated !
I've been trying a variety of techniques, it depends on what kind of rocks you want of course. Usually I create a tiling texture by baking out a sculpted mesh or even use crazybump for it, combined with a normal map painted by hand to get better geometry feeling and less "generated" feel. Then I usually lay it out over a mesh with nice silhouette and geometry and like to do stuff like painting creases in the geometry darker by multiplying them with vertexcolors.
Superb work Bram, I really love your stuff. Makes me even more sad that your great work will never be used in a game now that GRIN is gone
(btw, what a grim coincidence that Khaeon/Spellborn has also faded away recently...)
Holy S**T... I've loved your work for a long time man, but that new stuff you posted is just awesome! What res are most of those textures at for the unannounced project, and was it all from the same project?
Everything is textured at 256 pixels/m, but since it was for consoles and the engine was a deferred renderer without any kind of texture streaming, we had to use a lot of tricks to optimise the memory use. Like the swedish mansion level for example all the oak trees share thesame 512 diffuse for the leaves, and then i used a tint material for the variations. The bark is just a tiling 256 texture. I used detailtextures wherever possible as well like on the rocks for example so we didn't end up with too large texture sizes on big surfaces but also not the typical tiling texture look. In the small asset breakdown pic from the yacht, all those models share thesame 1024 sheet, I laid it out so a lot was reusable to the extreme .
I'll probably update the site soon with more info on the screenshot pages explaining how it was all done.
EDIT: Opps, I have another question actually. For that modular futuristic city (the blue and orange one) you said you used vertex colouring to help with ambient shadow. Does that information import into Unreal? And could you explain the process of that just a bit more.
Just add a multiply node that multiplies the diffuse with the vertexcolor and put that in teh diffuse slot in the material editor and it should work . I also multiplied the specular.
Also, you have these planes under (or attached too the meshes, maybe you added vertex colouring to them?) to your floating meshes, I was wondering what that is used for?
They are just decals to create small ambient occlusion-like shadows under the floating meshes.
Sorry for the questions Bram, just a lot of great work here and I would love to pick your brain just a bit.
YO Your work is outstanding
I have ordered bionic commando on the back of this... I guess that type of approach didn't help but your work is amazing, best of luck
ok ttyl
haha cool! I hope you'll enjoy it. Despite it's flaws I'm very happy to have worked on it. It definitely worth checking out for the environment art made by Simon Barsky, Philip Klevestav and Andrew hamilton as well, they all did amazing work!
Really interested in the first environment shown: How the textures are made, the terrain, etc.
terrain was made with worldmachine, then we used a pretty complex terrain shader that blends 4 different textures with alphas and a noise map so it wouldnt just be a straight fade between teh textures. Then over a longer distance the texture fades into a big "megatexture" to get more large frequency details like the hill in the distance etc.
Great stuff. Can you tell us what method you're using for the ao on the yacht, it says there are no lightmaps baked.
It's basically vertexcolors painted in the right spots oldschool style, with some ambient occlusion painted on the diffuse texture. I also placed shadow decals here and there under some objects. Then I used omnilights placed in the right spots to simulate some light bouncing around. It's not as perfect as i wanted to in those screens though since i never really got to finish the yacht, you can probably spot some sunlight shining through the mesh in some parts .
I'd like to see more technical info on the pieces. Like the yatch, you say there's no baked lighting but then you don't specify how it was rendered, which engine, what's mesh and what's bsp and there's no wireframes or polycounts.
It's the diesel engine and it's all meshes, no bsp. It's a pretty simple deferred renderer with one sunlight casting shadows and then some omnilights placed around.
I pretty much loved everything BUT that "cybernetis facility". There are some nice shapes, but I just can't tell WTF IS THAT. Is it an automated factory? No doors? No windows? No chimney, no power lines? And there's just too much detail on the building itself, so I don't really know where to look. So much color contrast, shadows, shapes, everything! I think the concept is WAY better than the finished piece.
But that's all I can crit on your stuff. Amazing and inspiring work.
I really agree with you and was unsure of putting it on the portfolio because of this. I hope one of these days i'll find some more time to put it in a more complete scene making it look a bit more logical =P
whew! Well if you have any more questions let me know!
F. Also, that stone wall in the forest environment kicks serious ass,
thanks, I created that to figure out how we could create architecture like that in a fast way. I wrote a little tutorial on it, now I can obviously make this public:
Haha, it's both inspiring and a kick in the ass to look at this caliber of stuff. Beautiful and technically incredible. Amazing use of texture space man, and flora, and color, and, well, everything.
Hope you get a job soon or the rest of us are doomed
I feel humbled and inspired at the same time your work is really top notch and amazing i know this doesn't really matter but the only question I want to ask is how long did it take on a rough average to make each environment?.
The abandoned colony i love it, It reminds me of the finale in Final Fantasy 7 when the vegetation took over Midgar City.
Oh man. I just want to say Bram you've really inspired me with your work. I've been struggling to decide between environment art and pure design as a career path, but I think I've made up my mind after seeing your work!
great job, very impressive environments
would you mind write short tutorial about foliage? 'cause your foliage is awesome looking (I'm interested especialy in trees)
please
Replies
That fall scene is really really awesome man.
My only crit is to possibly pull the fog back a little on the first two scenes. A really minor point, but it would make those scenes perfect in my eyes if they were a tad clearer.
I'd like to see more technical info on the pieces. Like the yatch, you say there's no baked lighting but then you don't specify how it was rendered, which engine, what's mesh and what's bsp and there's no wireframes or polycounts.
I pretty much loved everything BUT that "cybernetis facility". There are some nice shapes, but I just can't tell WTF IS THAT. Is it an automated factory? No doors? No windows? No chimney, no power lines? And there's just too much detail on the building itself, so I don't really know where to look. So much color contrast, shadows, shapes, everything! I think the concept is WAY better than the finished piece.
But that's all I can crit on your stuff. Amazing and inspiring work.
I've been trying a variety of techniques, it depends on what kind of rocks you want of course. Usually I create a tiling texture by baking out a sculpted mesh or even use crazybump for it, combined with a normal map painted by hand to get better geometry feeling and less "generated" feel. Then I usually lay it out over a mesh with nice silhouette and geometry and like to do stuff like painting creases in the geometry darker by multiplying them with vertexcolors.
I guess I'm jinxed
Everything is textured at 256 pixels/m, but since it was for consoles and the engine was a deferred renderer without any kind of texture streaming, we had to use a lot of tricks to optimise the memory use. Like the swedish mansion level for example all the oak trees share thesame 512 diffuse for the leaves, and then i used a tint material for the variations. The bark is just a tiling 256 texture. I used detailtextures wherever possible as well like on the rocks for example so we didn't end up with too large texture sizes on big surfaces but also not the typical tiling texture look. In the small asset breakdown pic from the yacht, all those models share thesame 1024 sheet, I laid it out so a lot was reusable to the extreme .
I'll probably update the site soon with more info on the screenshot pages explaining how it was all done.
Just add a multiply node that multiplies the diffuse with the vertexcolor and put that in teh diffuse slot in the material editor and it should work . I also multiplied the specular.
They are just decals to create small ambient occlusion-like shadows under the floating meshes.
no problem, I'm happy to answer them
haha cool! I hope you'll enjoy it. Despite it's flaws I'm very happy to have worked on it. It definitely worth checking out for the environment art made by Simon Barsky, Philip Klevestav and Andrew hamilton as well, they all did amazing work!
terrain was made with worldmachine, then we used a pretty complex terrain shader that blends 4 different textures with alphas and a noise map so it wouldnt just be a straight fade between teh textures. Then over a longer distance the texture fades into a big "megatexture" to get more large frequency details like the hill in the distance etc.
It's basically vertexcolors painted in the right spots oldschool style, with some ambient occlusion painted on the diffuse texture. I also placed shadow decals here and there under some objects. Then I used omnilights placed in the right spots to simulate some light bouncing around. It's not as perfect as i wanted to in those screens though since i never really got to finish the yacht, you can probably spot some sunlight shining through the mesh in some parts .
It's the diesel engine and it's all meshes, no bsp. It's a pretty simple deferred renderer with one sunlight casting shadows and then some omnilights placed around.
I really agree with you and was unsure of putting it on the portfolio because of this. I hope one of these days i'll find some more time to put it in a more complete scene making it look a bit more logical =P
whew! Well if you have any more questions let me know!
thanks, I created that to figure out how we could create architecture like that in a fast way. I wrote a little tutorial on it, now I can obviously make this public:
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
also a similar tutorial about optimising hipoly assets so they become easy to work with:
http://www.brameulaers.com/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html
I need to clean up the text a bit and figure out a nice way to integrate these into my site .
Good luck to you.
You rock my world man!
Hope you get a job soon or the rest of us are doomed
bless
The abandoned colony i love it, It reminds me of the finale in Final Fantasy 7 when the vegetation took over Midgar City.
Kudos
would you mind write short tutorial about foliage? 'cause your foliage is awesome looking (I'm interested especialy in trees)
please
ill try to hook you up with some work