I'm in a raging war against my current server host because they are total ass hole and so my site is down. I'm using this as an opportunity to update my site entirely, but since I'm working all day and can't post any of my professional work on the count of the contract, I don't have that much time to work on new stuff. So I've begun to re-render my old stuff in the mean time while I also work on a few new things that would take a while to make.
A little about me, I live in Canada, and I work at Gameloft as a 3D Artist. It is my first professional full time job and I am trying to work my way up one step at a time. I've worked on many mods and 3 well known indies, and love working on one particular indie. Renegade X, Primal Carnage, and Orion. Primal Carnage, and Orion were freelance projects where I had quite a bit of fun because they also were a break from my favourite project Renegade X.
I am going to be posting up a few things at a time as I re-render my work. So let the art dump begin!
Nice but i think you are too concerned with finer detail in your textures that sort of get lost when you actually see it in game and from a distance .Like take the grenade for example:no one is going to notice the fine dirt on it and from a distance it will blend and look, well... green with some yellow text.The sci fi rifle too it has some fine scratches but nothing that really defines or blocks in a bigger way the texture(other than color scheme).It just makes it look bland in my opinion.
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If the user has the grenade right in their hands, as well the rifle, they will see things just fine. World models shouldn't be your concern for a Demo-Reel/Art-Dumps.
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I have to disagree with you Ace-Angel.
Case 1: The scracthed shiny part is so small imo it would look better from fps to just make all that thin part to higlight.
Case 2: that noise-dirt pattern is extremely small and noisy.I bet you won't notice that from fps and so it ads nothing.
I humbly disagree, respawrt. When you're playing an FPS in 1080p on a large screen, those little scratches make a big difference between what looks fake and what looks real.
I think you're half right in your point. The challenge is more so to control the fine detail because you could over do it and have the end result look bad. However fine details are what help bring something to life. What matters more is how you control the amount of fine detail.
Hey thanks, The helipad has 2 textures, one covers the entire top, the other is a texture atlas of 3 tiling textures and unique UVs for the stair case.
Yeah all these are in marmoset. And yeah, that's the same dude I was working on in class, I haven't had any time since then to work on the guy. I still have to make all the pockets and head gear before I can start the low res mesh. But it should be a fun project for sure. I've learned a lot about character pipeline since my last character model so this new guy is going to be a fun guy to texture.
I'm digging up some udk stuff, I will some post more later. Quick note about the primal carnage stuff, I did not make any of the art assets or animations. I was tasked to assemble their udk announcement video level with fancy materials, effects, and the rest.
Some Renegade X environments seen in the recent single player demo Black Dawn. This was a collaborated project. Majority of the props were made by other 3D artists, but all the UDK work and some props was done by me.
@ Kevin
Hey, thanks a lot, I very much appreciate it.
@ Three9
Hey long time no see. Thanks man, would love to catch up.
@ Dylan
Thanks, I don't remember an An-Tim, but I was a freelancer on PC so I was not around for too long so I didn't get to know many, however the name does ring a bell.
@ Praetor
Thanks, I'm glad you like it.
I've been working on foliage for an upcoming environment portfolio piece, a small out door set with maybe a barn or something in the middle.
Hey guys, I haven't done any updates in a while but here is one. Experimenting with the power of diffuse maps alone inside UDK with 4 1024x1024 textures.
@ae.: Glad you like it, UI took a lot of iterations to get it right, I've updated it more since then but not really enough to show it off again. Right now it's being updated as it is getting implemented in game, so sometimes the programmers tell me to change something to make their life easier. :P
@SouthpawSid: Cheers, I appreciate the kind words. Glad I was able to inspire at least one person
Replies
If the user has the grenade right in their hands, as well the rifle, they will see things just fine. World models shouldn't be your concern for a Demo-Reel/Art-Dumps.
I have to disagree with you Ace-Angel.
Case 1: The scracthed shiny part is so small imo it would look better from fps to just make all that thin part to higlight.
Case 2: that noise-dirt pattern is extremely small and noisy.I bet you won't notice that from fps and so it ads nothing.
I'll be putting up some more stuff later tonight.
As promised, here is a couple more things.
Are you re-rendering them all in Marmo? (That's my short-form for it! )
P.S. Can't wait for you to texture that Soldier! Is that the same one you had to put on hold?
I'm digging up some udk stuff, I will some post more later. Quick note about the primal carnage stuff, I did not make any of the art assets or animations. I was tasked to assemble their udk announcement video level with fancy materials, effects, and the rest.
Did you ever work with An-Tim at Lukewarm?
Hey, thanks a lot, I very much appreciate it.
@ Three9
Hey long time no see. Thanks man, would love to catch up.
@ Dylan
Thanks, I don't remember an An-Tim, but I was a freelancer on PC so I was not around for too long so I didn't get to know many, however the name does ring a bell.
@ Praetor
Thanks, I'm glad you like it.
I've been working on foliage for an upcoming environment portfolio piece, a small out door set with maybe a barn or something in the middle.
Cheers!
@ae.: Glad you like it, UI took a lot of iterations to get it right, I've updated it more since then but not really enough to show it off again. Right now it's being updated as it is getting implemented in game, so sometimes the programmers tell me to change something to make their life easier. :P
@SouthpawSid: Cheers, I appreciate the kind words. Glad I was able to inspire at least one person
Here is a bit more progress on that foliage set: