Hey Everyone,
My names Alex aka Assassin0323, I graduated from Full Sail University July of 2011. I have a Bachelors of Science in Game Art. I am definitely an up and coming Artist, decided to do this so I can see my progress and show off my artwork.
Please enjoy and feel free to comment or critique
Replies
Sorry if the renders are fuzzy they are simply screen captures cause I am away from the tower for the rest of the week.
This is my Clank FanArt Project.
Plans: I do plan to do another pass on the metal parts of the texture.
This was just a quick speed model I did a while ago while waiting for a class.
Plans: I plan to go back at some point and create a texture for it, the UV's are all set up just needs the texture.
This was a final project for one of my classes, it is a high poly model of a Playstation 3 Controller.
Plans: I would like to go back create a base for it and do a turn table video to really show it off.
I am currently working on some modular Sci-Fi stuff really high res. Looking forward to my bake downs to the low poly models. Going to be a great project with lots of experimenting with new options in the new release of UDK when I get back home.
Demo Reel Video Click Here
Please critique the crap out of this really trying to improve my skills.
Completed in about an hour and a half from scratch.
This version I left the way it was.
This version I applied a Sharpen filter to the flattened final image.
This piece is based off those bug zapper lamps had the idea while sitting outside on my porch watching the bugs get zapped haha. Let me know what you think.
This is just an AO pass currently cleaning up my Normal maps that were generated from XNormal.
Thanks for the comment.
Here is some really good examples from Orb ! following his works helped me loads.
http://www.polycount.com/forum/showthread.php?t=83186
Pay attention to his cracks and damage on his texture it looks allot more natural.
I've recently started to learn hand painted myself and the most important thing I've learnt so far is to use lots of reference to really define what the material it is your trying to paint.
At the moment its hard to understand if your material is metal or stone.
But good job for giving hand painted ago! its really worth learning and your asylum scene has a nice atmosphere!
Thanks for the quick reference/tutorial I will study it thoroughly. Thanks for the compliment on my Asylum scene, I am currently work on all my old projects giving them a good old update.
Thanks again!
Water Caustics Demo Click Here
This is the concept art I found late one night last week on Polycount by Suburbbum.
Here are the models which are all ready for texturing when I get a chance this week.
Thank you so much I have been looking for a while, I will update you for the credit. Thank you very much for getting back to me. Your concept inspired me to make a spear concept I am hoping to get it done sometime this week. I may modify the texture a little bit, but we will see how it goes haha.
Thanks again!!!
Alex
Thank you so much for the critique and the paintover images. I understand what you are saying I am going to repaint the values of the blade and mess with the contrast levels. Then I will go back and add some color.
Thanks again for the critique.
Regards,
Alex
Its getting there it isn't quite matching my reference picture in style so I am going to be working a little bit more on it today. It should look really good when all is said and done. Thanks for the nice comment!
Thanks.
Alex
In UDK
In Marmoset
Well thank you, haha I am going to try it more realistic. As people said the edges of the brick are pretty uniform and I think they are to smooth. But I am getting better. Thank you for the kind comment.
Alex
Yah I completely agree with you, I am going to do a realistic sculpt today using the morph target workflow. We will see how it goes, should go pretty well like last time I will post tons of images.
Thanks for the comment.
Alex
Thank you very much for the kind comments haha really glad you liked the tile work. I have a new layout I am working on now for a new scene, that one was just a test. :poly135: Not so sure on the being bad ass part but thank you. I have been checking out your work for the last month or two. Your stuff is the bad ass stuff, I have been trying to get into the hand painted stuff but I am really slow at it.
Thank you again for the kind comments and for taking the time to look at my work!
Alex
Glad you like it haha just started playing with it again, been a while since I last tried it. Had a lot of fun, thanks for the kind comments. I am currently trying to figure out how to apply it towards environment concepts with no success.
Thanks again for the kind comments and for taking the time to looking at my work.
Alex
Thank you for taking the time to look at my work!
What are your favorite tools for getting that chiseled look?
Glad somebody likes it, I got told it looked like it was "The tile looks like its new tile thats trying to have that "old warn" in look... something you would buy at home depot. If that's the point, win for you. ".
http://www.polycount.com/forum/showthread.php?t=91128
Yah I have been trying to create some nice ground textures in ZBrush. I actually have all that chiseled parts smoothed out that was really just a rough version, to get the general forms of the rock.
As far as favorite tools go I started out trying to use some brushes from Eat3D's Morph Target Rock tutorial. But it ended up not working the way I wanted so I resorted back to my old school training. I took the Clay Brush or Clay Tubes Brush (Doesn't really matter) and then set the Stroke to Colorized Spray and finally used the Alpha 06 Alpha. Set it to a low intensity and make sure that Zsub is on instead of Zadd. Just make sure you keep the intensity low to get a nice beat-up edge to high and the piece will start to look like coral haha. I used mine at 15 or 16 ZIntensity to start.
I decided to help save you some time and made the brush available for you to download since I already have it. Here is the link to the brush from my site should you like to just download the brush. I just put it up there quickly at the bottom of my page, forgive the mess hahaha. My site is in major need of an update just holding it off as long as possible.
My Site
Anyway, thank you very much for taking the time to look at my work and for the nice comments.
Hope you like the brush would like to see what you create with it!
Regards,
Alex
One of the brushes I've used in creating stone work is the mallet brush. It's very similar to what you're saying only it used the Drag Dot stroke which forces you to actually hammer away at the model like you have a mallet. I've found you can create some very interesting surface textures, from broken corners, to a layered stone effect. I don't think it's in Zbrush4R2 as a default brush but it's basically a standard brush with "alpha06" and "Drag Dot" and "subtract" enabled. It might be interesting to see what kind of textures you can make using both.
As for your tiles looking like they're from home depot, my thought about any tiled texture is that it looks like its from home depot until you break up the repetition with other assets and textures. There's just no avoiding it.
I think someone had mentioned something about UDK. I don't know how much you've done with UDK so I apologies if what I say seems trivial; but if you did put this in UDK you could create another matching texture that has some shattered tiles and exposed earth underneath and create an alpha texture.
What you can do with this is apply it to a decal which is basically a sticker of your texture and you can project it onto the surface of the repeating tile . There are other details you can add as well such as an actual mesh of one of the bricks coming out of the ground.
Otherwise it's fine, and it fits the style of a lot of your characters and weapons perfectly.
Thank you so much for the info on the new brush, I will have to give it a try. I am always looking for new tools and brushes to speed up my workflow. I think I have a similar brush to yours, except it doesn't have the same stroke option selected. I am excited to try the brush out none the less.
I know a good amount about UDK not a professional by any means but yah I actually have a similar workflow. What I usually do is create a clean version like you have seen, then I created a really damaged broken up version. With all the standard stuff cracks, chips, extreme weathering. Then I use vertex blending as the first step, if I still need to push it farther I create some decals.
Thank you for the kind comments and help, it is always accepted.
Should have a new version of the piece out today some time I have been really busy recently.
Alex
Good as it is but noted you said an old amazon temple and got me all exited about engravings and cracks be really nice to see if your going to do a scene of this theme could be fun great job though! and don't worry can see your learning and applying things really well being smart with what your learning so top notch!
Haha glad to hear that you like the new direction. Yah it seems that the realistic feel is my thing I was hoping to get more into the hand painted cartoon stuff, but I will just have to keep at it. But for now I am just keeping it at realistic. Yah I have the clean version finished right now, I am going to take that version add some more layers in ZBrush and damage the hell out of it. There are going to be a bunch of cracks and other damage. I will be using Orbs stuff from Crashers as a reference for the cracks and damage. We will see about the scene, I definitely agree it would be awesome and a ton of fun. But I have been really busy lately so it may take some time. But only time will tell right?
Thank you for the kind comments and the great suggestions. It is really appreciated, been keeping an eye on your Sketchbook you got some really nice stuff going on over there!
Thanks again for taking the time to critique and comment on my work man it is really appreciated! Hopefully you will be as impressed by the final product, I will work at it till it is right.
Alex
Rendered in UDK
Rendered in Marmoset Toolbag
Texture So Far
Yah it is much better over all still have to tweak the grunge on the diffuse map a little bit more but it is way better. I plan to upload a shot of what I had as my final sculpt soon probably tomorrow some time. Been really busy lately. Currently working on a new piece to see how good the new NDo 2 is should be fun.
Thanks again for taking the time to comment, it is much appreciated.
Alex
Thanks man, yah definitely learned a lot more with this version of the tiling brick. Still wanna go back and generate maps for the damaged version I created just been extremely busy lately. Only time will tell.
Thanks for taking the time to comment man its much appreciated!
Alex