So I get 8 glorious days off work for the holidays (two 4-day weekends in a row essentially) and I want to challenge myself to make a current gen asset for my portfolio. I figured a single prop would be a realistic goal, and I've been itching to do something sci-fi related for a while to practice hard surface modeling and texturing. I found this awesome futuristic gun concept by Jim Svanberg that I want to tackle. I'd like to tweak the design a bit (thicker glowing hose, simplifying some forms, bolder colors). Oh, and I want to do it in 3ds Max to continue familiarizing myself with a second modeling package!
Art of Janice Bell
Art of Janice Bell
Friday, December 21, 2012
Okay, so I've been cranking out a ton of new stuff but haven't updated my folio in like 4 months! So I'm composing a presentation shot of the foliage assets I created for my previous freelance project. I plan on replacing the skydome with a gray gradient material for presentation purposes, and I want to tweak the materials a bit. But here's how everything is arranged for the shot!
So I get 8 glorious days off work for the holidays (two 4-day weekends in a row essentially) and I want to challenge myself to make a current gen asset for my portfolio. I figured a single prop would be a realistic goal, and I've been itching to do something sci-fi related for a while to practice hard surface modeling and texturing. I found this awesome futuristic gun concept by Jim Svanberg that I want to tackle. I'd like to tweak the design a bit (thicker glowing hose, simplifying some forms, bolder colors). Oh, and I want to do it in 3ds Max to continue familiarizing myself with a second modeling package!
So I get 8 glorious days off work for the holidays (two 4-day weekends in a row essentially) and I want to challenge myself to make a current gen asset for my portfolio. I figured a single prop would be a realistic goal, and I've been itching to do something sci-fi related for a while to practice hard surface modeling and texturing. I found this awesome futuristic gun concept by Jim Svanberg that I want to tackle. I'd like to tweak the design a bit (thicker glowing hose, simplifying some forms, bolder colors). Oh, and I want to do it in 3ds Max to continue familiarizing myself with a second modeling package!
Monday, November 12, 2012
Sunday, November 11, 2012
Saturday, November 10, 2012
Tree is done. Sitting at about 2.3k tris. I had to trade some gaps in the canopy for a lower tri count and better silhouette. Now that I have a template tree, I can easily make about 2-3 more variations tomorrow. We get Monday off at work so I'm hoping to have the rock formations also done by Tuesday, then focus on in-engine stuff next weeked.
Sunday, October 28, 2012
Monday, October 22, 2012
Been a while!
Right now I'm still baking out the maps on that tree branch for my freelance project (yeah I know, seems like it's been forever)
But I am making solid progress with the ArenaNet art test. I FINALLY finished the rock wall texture. I have the normals baked out but have yet to test out the set up in engine or apply it to the model. Also need to create a spec map, and fix some seams when it tiles (damn you Zbrush!).
I'm going to reuse the grass I already made (maybe as a single 256 instead of a 512). So tonight I'll try to get started on sorting the wood beams out. I already have a really crappy photo source texture on there with the UV's laid out on it, but I'm thinking about sculpting a 256x512 tileable wood texture to work off of instead.
Right now I'm still baking out the maps on that tree branch for my freelance project (yeah I know, seems like it's been forever)
But I am making solid progress with the ArenaNet art test. I FINALLY finished the rock wall texture. I have the normals baked out but have yet to test out the set up in engine or apply it to the model. Also need to create a spec map, and fix some seams when it tiles (damn you Zbrush!).
I'm going to reuse the grass I already made (maybe as a single 256 instead of a 512). So tonight I'll try to get started on sorting the wood beams out. I already have a really crappy photo source texture on there with the UV's laid out on it, but I'm thinking about sculpting a 256x512 tileable wood texture to work off of instead.
Sunday, October 7, 2012
Done modeling, UVs about halfway done. Can't really lay the UVs out until I have my textures going, so I'm just unwrapping and stacking for the time being. Also need to figure out how the arrangement of the textures are going to fit into the 2048 x 1024 max texture allowance. I'm guessing that includes the normal/spec maps too. Not everything is going to be normal mapped, but mostly everything is going to have a spec map, and there's also alpha maps to think about... Going to be rough!
Wednesday, October 3, 2012
Sunday, September 30, 2012
Grass!
So, working on some grass for a freelance project.
Arranging the 3 different cluster textures into different sized patches in Max. Painted vertex colors (for wind animation) and adjusted the normals so it looks right in UDK when I get to that point.
Arranging the 3 different cluster textures into different sized patches in Max. Painted vertex colors (for wind animation) and adjusted the normals so it looks right in UDK when I get to that point.
Friday, August 3, 2012
Sunday, July 29, 2012
Thursday, July 26, 2012
Blockout progress! Just need to fit the pieces a little bit better so there's no intersecting geo. Then I can start making Zbrush base meshes and begin sculpting. I'm probably going to start with a tileable brick sculpt to learn Zbrush a little better, and then I'll probably sculpt the pillars first. Getting excited, was starting to get discouraged/bored with this but I'm determined to make solid progress soon.
Tuesday, July 24, 2012
Wednesday, July 18, 2012
Monday, July 16, 2012
Tuesday, July 10, 2012
Monday, July 9, 2012
Made a ton of progress today. Finished the low poly, UVs, and bakes... Put together the separate low poly pieces to make the low poly desk version. This is a current/next gen asset so the poly count is fairly high (around 5-7k I believe).
I have to merge some verts and fix some seams and then I can move on to the texture!
I have to merge some verts and fix some seams and then I can move on to the texture!
"Remastered" the tea garden. Redid the foliage shader so the bushes didn't have black shadows, fixed the little white flower lighting, rebaked the lighting for the whole scene to reflect the changes. And retook all the screenshots and edited them to replace the website images! I've been sending my portfolio to a lot of places this weekend and felt the foliage lighting was a major issue I should probably fix before they saw it.
Link to portfolio page: http://jbartwork.weebly.com/japanese-tea-garden.html
Before
After
Link to portfolio page: http://jbartwork.weebly.com/japanese-tea-garden.html
Thursday, July 5, 2012
Monday, July 2, 2012
Sunday, July 1, 2012
Started to model and UV the lowpoly pieces of the desk. Read an article on the polycount wiki about baking normal maps that really opened my eyes to how they work. I did a test bake and I'm getting some artifacts on the normal map though.
Maya 2012 can't do transfer maps, something about imported preferences screwing it up. So I have to delete my preferences and redo copying my scripts and stuff over I guess before I can get much further with this.
Maya 2012 can't do transfer maps, something about imported preferences screwing it up. So I have to delete my preferences and redo copying my scripts and stuff over I guess before I can get much further with this.
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