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 !!

Thursday 5 July 2012

Hi there!!:

A couple of weeks ago I had a test for Gameloft in Barcelona. Regrettably not worked but here's the vehicle test. The concept art is property of Gameloft.


The maximum tris amount was 10K. This have 7,5K and three 512x512 maps: one for diffuse, one for normal and the last for the specular. I thought include the specular map (8 bit grey map) into blue channel normal map but they want all these maps.