Mostrando entradas con la etiqueta Game Art. Mostrar todas las entradas
Mostrando entradas con la etiqueta Game Art. Mostrar todas las entradas

09 abril 2015

Tileable textures from high poly

I have had the chance to get back to the art side of gamedev working for my new client. I'm quite happy with this job because it's an opportunity to learn art related topics. I have never worked as artist in a company, so... nice! But at the end I always end up as 1D/2D/3D/FX/Lighting artist, so Ill be doing a little bit of everything :)

After reviewing the game, I felt it was a must to improve the ground they currently have. So I put some extra effort to learn how to make tileable textures from sculpted meshes. The main motivation was basically to have a solid workflow, relatively fast and compatible with PBR. By doing so I would get the correct data I needed to include DDO into the process.

Here are three textures blended together with a shader I wrote in Unity.





22 enero 2013

UDK - Ocean Shader (revisited)

Yes, one more ocean shader. I did this one in july 2012:


06 noviembre 2012

Training day: Rock Sculpting

After many attempts, a painful hand and a huge headache...




28 octubre 2012

One Day project. The Dock

Small scene built with old artwork and the new atmosphere system.


30 mayo 2012

The Waterfall

Based on a concept by Jaime Martinez, this image shows the heart of the scene at the end of the movie. I decided to bring his concept to life because of the potential I found on it. A good place to implement cool rendering features and a peaceful place to work on.




15 noviembre 2011

New piece, a Container

One more piece for the Oilfield. This time, with high poly version. Direct link

05 septiembre 2010

Struggling to live

Lets add some green life and hopes after the brown 'next-gen' oil field...
This is a piece of art that I created for an unannounced title being developed by StimmyGames which have contracted me as a freelance artist doing 3d modelling as well as technical tasks.



Technical Info.
The low poly version of the rock have been made in 3ds max. A very very simple mesh. The high one, in Mudbox. After testing mudbox, i think maybe i still prefer ZBrush for sculpting. I missed some Z brushes i love. But Mudbox is still more confortable, since you can configure it, as for example, 3ds max.
I made the tree trunk in ZBrush, using ZSpheres, and sculpting a little bit later. Low poly version made with DecimationMaster.
Rock texture and trunk have been made in Mudbox.
Rest of art, standard modeling in 3ds max.
Rendered in unreal, just for testing.
Amount of time, about 15-20 h