Showing posts with label Buildings. Show all posts
Showing posts with label Buildings. Show all posts

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

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 !!