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Sketchbook: DLarsson

DLarsson
polycounter lvl 4
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DLarsson polycounter lvl 4
Hi there, will post on and off on things I work on. Feel free to give critique.

Been working on a SF-hallway from SGU.
Ref:

stargate-universe-corridor5-1024x575.jpg

Blockout:
sf_blockout.jpgsf_WIP.jpg

sf_WIP02.jpg
HP door wip :thumbup:
Door_HP_render.png

Later
//DL

Replies

  • DLarsson
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    DLarsson polycounter lvl 4
    Quick update:
    Door_HP_render_02.png
    Door_HP_render_03.png
    Why are they brighter on the forum then oon the preview on my comp?
    //DL
  • DLarsson
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    DLarsson polycounter lvl 4
    Ambient oclussion and Normalmaps applied to the rebuilt scene in UDK:
    SF_UDKv01.png
    EDIT: first one didn't quite follow the concept, too small. This one is almost identical, except having a deeper corridor.
    SF_UDKv02.png
    //DL
  • allmighty_thunder
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    allmighty_thunder polycounter lvl 13
    neat, needs stuff though
  • Oranghe
    good job blocking it out :)
  • DLarsson
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    DLarsson polycounter lvl 4
    Allmight_thunder: Thanks, yeah need to get some props like standalone plates, possibly vent shafts also.

    Oranghe: Cheers.

    Been playing with textures, and here is where I am atm: got some basic lightning goin on with it in UDK aswell.
    sf_WIP_txt_02.jpg
    //DL
  • allmighty_thunder
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    allmighty_thunder polycounter lvl 13
    i feel like rust doesnt belong here like a sci-fi pristine poly carbon material of sorts
  • Cybersam
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    Cybersam polycounter lvl 8
    Thiiiis has a lot of potential. Depends what you are going for. We really need a 10 sentence pitch of what your aim is before we can crit :).
  • DLarsson
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    DLarsson polycounter lvl 4
    allmighty_thunder: Yeah, I agree on that, will see what I can get out.

    Cybersam: Thanks. I'll try to wrap that little pitch up here:

    TBH I wanted, and still want, to follow the concept picture, that being easier said then done.
    So I'll probably end up re-texturing the whole piece, from start, trying to follow the concept from beginning to end.

    - The roof "net" section is something that have been bothering me, I am not sure whether to have it there, thus need to fill the empty space behind it somehow; or simply just give it a metal texture.

    - The floor cannot have huge difference in the base texture as it is tiling.

    -The overall feel is that I should try to make a clean diffuse base, with the right values according to the concept to start with.

    Atleast I'll try to do that, this week will be abit hectic for me.

    Sketch of little something I did when leaving the environment for awhile, might end up modelling it somewhere in the future:
    Veg_Tube_Concept.jpg
    //DL
  • DLarsson
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    DLarsson polycounter lvl 4
    Modelled the tube, and I know the concepts abit rough, will need to skillup on the dexterity of my fingers and intelligence of my brain to concept better :P

    Heres the HP of what I'd like to call a eco-tube.
    tube_HP_v02.PNGbugged_light.jpg
    EDIT: Above is the same picture, the one on the left is uploaded with dropbox and previewed on the forum in browser, the right one is rendered from 3dsmax. Where did I go wrong? Any help appreciated.
    //DL
  • DLarsson
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    DLarsson polycounter lvl 4
    Wohoo!Finished the ecotube yesterday. Learned lots of things I´m going to apply on the next models I make, mainly things about workflow.
    Here is a screen of it:
    ecotube_01.jpg

    Tooday I started remaking a Sunsword from the game Dark Cloud on the PS2. Not much ref mat to find, shame I didnt keep the game, but this one'll do the trick I hope:
    http://darkcloud.wikia.com/wiki/File:Sun_Sword2.JPG

    And here is the wip, is the triangle count too high being at 1316 for the PS2?
    Sunsword_wip01.jpg
    //DL
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