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.
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
22 enero 2013
06 noviembre 2012
28 octubre 2012
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
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
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
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