Tuesday 21 April 2020

An Old Office...

Hi Void,

Here's ... The old office.  It's is a detective office with some Chicago 20's style inspiration.

It's render with Unreal and have a loooot of items. It was  a training work for Substance Painter, Designer, Unreal and Blender.




Thursday 9 April 2020

Oh my... Blender!

Hello there Void,

This an entry about 3D thoughts (to the hell with the coronavirus! xD)

Almost two years ago, finally enter in a small game studio call Gone Mad Studios, developing a small mobile platform puzzle game calle Hatventure (you can download in the Play Store here).



Ok, this studio used Blender for develop its projects and I was full time with 3D Studio Max, but I wanted kick off this damn and shi*ty software, so it was my kickstart to change.

That was really AWESOMEEEEE!!. Maybe don't have all the same utilities as other more developed programs (like custom mirroring axis, or the crazy bend modifier), but trust me...this is one of the best DCC ever!

It took me back all my excitement, eagerness and passion about create worlds and 3D art!!

It have an amazing community and developers (Like Pablo Dobarro, Dalai Felinto, Pablo Vasquez and many others) a very stong and stable releases.

You can make awesome art, and it simply works!!

Currently I don't need other DCC (well' this is not true... I still in love with Zbrush and Substance!!) but a general purpose DCC... really, I don't need any other.

I invite you to try it... you don't regret ;)

Have a lovely dayyy!!!

Wednesday 26 April 2017

My little chibi


(Last Update): At last my chibi es completed. I prefer not texturing in order to keep that toy appearance. Too serius maybe, but gambit is a serious man !! (I know, i know, gambit always is fliting with Rogue)







Tuesday 4 April 2017

Running up that building!

 Hi my little Void!!

Today (well better said tonight) I start a new proyect for my new portfolio. In the next days I'll open my Artstation and Sketchfab to be more interactive. I asked to my wife for inspiration and whe tell me "why not a building to start? You love architecture so... And I decided that is a good idea. In addition I've restart one old proyect: my Russian Kamov attack helicopter.

So let's go!!



In these days I has been realized that my relationship with 3D Max has been deteriorated due to my progress with Zbrush; Zbrush is more friendly and stable and more focused to the artist (is not as technical as MAX... is more "just take your pencil and sculpt, not worried about topology or UVs)

Anyway, return to the subject,  I wanted refresh my 3D MAX skills (modelling, unwrapping and Texturing) so decided that my building set will be made on 3D MAX. Yesterday finished the modelling phase (or...well... you know... this never ends just give up) and this is the firs result:



It's at a very early stage but start to take shape. Now the unwrap phase. 

What do you think?

Take care Void

Saturday 4 March 2017

Hi there Again


 Last update:

So finally my skull is ended. This is the final result with the texture in Zbrush.

 And today is a very importat day for me... it's my last day on my job!! So now i'm entirely focused on 3d art !!

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Update 1:

Still working on my skull. My art teacher always said "you never ends a work, just give up, but you need to be able to stop it and give up", so, for this first attemp to introduce myself in Zbrush (again), I think that I give up this model. So I start today with the texturing.


I think that the eye holes ar too big (little alien) but I remain steadfast in my decision to give up the modelling!!

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So I'm here again at last!, I archieve to save enough money to try again and keep with my dream (ufff it is very very hard) so... go ahead (take two)
For the last...(hummm...a lot of) months I refresh my habilities with 3D Studio, ZBrush and Unreal, and here's the first ptoblem for me: With 3D Max no problem, it's an easy program, but Zbrush resist to me (It's a die fuc%&/$  hard program) so I went back to my old art School here in Spain and contact with my friend David Barruz. He's the Madafuc&% master in Zbrush and one of the most wonderful person that i've ever meet (here's part of his works ) and start a Zbrush course. Here's my first work under his mentoring (Is not finish, it's WIP):


It's a bit creepy but it's the best thing to understand what is "under the hood" characters (muscles and flesh).

And yes, I know that I said a long time ago "I want to be an enviro artist and bla bla bla..." It's true but to learnd all about Zbrush i need to undertand the characters (and at the begining, I prefer know about many many things in 3D, as hard surfacing, character modeling, vehicles, props,... and later, try to climb until enviro)

Many thanks for all Davichu !!

See you in space

P.D. By the way, I reactivate this blog and myself so will be updated more frequently, I promised !!


Saturday 31 May 2014

From me to the void

Hello again !!
To much time without writting to the void.
Well.., many many things happened since my last post here. As a digest: I came back to Spain (despite how disastrous it is) but neither London nor here I had luck in my attempt to become an enviroment artist, so i did back to aeronautic industry. I was really hard to me.
But now, I'm, prepared to re-start my pursuit to create words. The only problem is that I forget almost my 3D knowledges... but no problem. I'll start from the begining again but stronger, and motivated so keep in tune

Hasta la proxima amigos !!

Friday 6 July 2012

Arghhh tooo much!!!

I finished another art test. In this time for Splash Damage. In this case was a retrofitting building ( I love it !!!). The concept artist is property of Splash Damage. I don't know was the intention of this test so I try to do something great with minimum geometry and maps (it's something common for all videogames) and here it is:

The illumination was made with a standard lights with three point illumination technique and default Scanline. I did this to avoid cheats, because it's really easy archive a great result with V-ray for example, but it's quite complicate replicate this in a game engine. So this is the more accurate way to see how will be inside a standard game engine (as Unreal, cryengine or Unity).


However, the shaders in game engine let you tweak more parameters than a standard 3D max shaders so it's probably that the final result will be much better.
Stats: two difusee maps 1024x1024 with AO baked and one 1024x1024 normal map with specular baked in blue chanel. Geometry: 7540 tris


I put a lot of thing from films and games as a tribute. How many can you recognise?

Carpe Omnia !!