Thursday, 25 December 2014

First steps in painting

Inspired by great Gumroad series by James Paick, I motivated myself to start painting finally. 

In regards to old rule: never post your first works online, keeping it here just for the record. Yeah, they are terrible but I think they work as thumbnails :) 

+ props for great and free brush pack from Mathias Zamęcki 



Saturday, 13 December 2014

Stormy Ambience Study II

Last one for speed composition series. It was a fun ride, this one took 10h but uses some pre-made pieces from UE4 demos.



Wednesday, 26 November 2014

Dark Fantasy Study

And another speed scene in UE4, dropping time lapse as well. Hope it helps guys. There may be some confusing stuff in the vid but feel free to shoot me a message if anything is unclear.

Had some fun times with fractal trees too. I will probably do more videos on fractals in the future.




Wednesday, 19 November 2014

[UE4] Screen Space Projected Texture

A post process material that allows for projecting a diffuse texture along world Z axis.

Environment by Epic Games



It's far from being perfect, as it uses desaturated version of underlying materials in order to blend in the light. I will update this post once a workaround emerges.

What it's good for: Speed prototyping, Potential theme exploration for a scene.

What it's NOT good for: Standard game production. It projects on top of everything including dynamic objects, weapons, characters etc.


Switch material domain to post-process and copy-paste the nodes:

Saturday, 15 November 2014

Tuesday, 11 November 2014

Wednesday, 5 November 2014

Swamps/ Organic Study

Another mock up in UE4. 8h so far, need to spend more time on the tree models... 
More shall follow. 




Tuesday, 21 October 2014

Wednesday, 8 October 2014

M1A1 Abrams - Update 6 - Finalé.

That's about it for this fella. Decided to go with studio renders in the end. Off to next one!








Monday, 29 September 2014

M1A1 Abrams - Update 5 - Render mock up.

Did some texture/shader work. Still using temp HDRI. Huge TODO list ahead.





Sunday, 21 September 2014

Speed Rock Study

Break from HS stuff. Sculpted in Zbrush and textured with Quixel Suite


Sunday, 14 September 2014

M1A1 Abrams - Update 3 - Laser for CROWS II turret

Meyers Izlid 200P IR Laser Kit. SubD + Meshfusion for main body:



A quick blockout for the turret. Some bevels to come! 


Sunday, 7 September 2014

M1A1 Abrams - Update 2 - M2HB and some bashing kits.

Some HS studies in regards to a battle tank I have been working on.

This week:
- Almost finished M2 Browning
- Prepared nuts, bolts and shackles sets (I will drop a download link for these when they are done)

Geometry: SubD mostly











Monday, 4 August 2014

Desert Enviro - Update 9 - Release

Yep, it's been a long way but it's finally done. 


/When testing/

Tesselation on a ground plane can be switched on here: MaterialInstanceConstant'/Game/Korath_Materials/Landscape/Rocks/Mati_Ground.Mati_Ground' 


Strong machine recommended!











Monday, 31 March 2014

Desert Enviro - Update 8 – UE4 vs. Laptops.

 It’s been a while since the last update but I could not resist to port the desert scene to Unreal Engine 4. I started by putting together small diorama with new grass assets using subsurface scattering. All of the new foliage were made with Zbrush fibers. Old vista's coming back soon, hopefully.






PS laptops stand no chance against UE4. 

Sunday, 16 March 2014

Desert Enviro - Update 7 – Zbrush madness continues.

 I was testing Headus UVlayout which is pretty cool but clunky at the first approach so, unwrapping the tree took more time then actually modelling it. Totally recommend the tool, though. 

I’ve been leaning towards the fantasy theme with this environment but the trees seem to be a bit too vivid I think. 

New bushes and grass clumps will drop in next week hopefully.


Tree: D=2k; N=2k; 4300tri



Sunday, 9 March 2014

Desert Enviro - Update 6 – Just target it.

So I've spent the last two week on refining the rocks. The environment uses 3 rock models (cliff, horizontal and rubble). I’ve also added some proper sand textures but will be adding more blends soon. I’m currently bouncing between  visual target (small high detail piece) and overall composition for the scene.



Monday, 24 February 2014

Desert Enviro - Update 5 – It’s a middle of nowhere...

Lots of World Machine and Zbrushing last week. I'm happy with the form itself so probably won't be getting back to sculpting but I left the colours pretty desaturated, as I can tweak them with post later. There are still some problems with landscape’s diffuse boost that gives pink spots here and there, I will be looking into that next weekend. Also, I’m moving to first plan again, so more rock sculpts and ground blends coming! 






Monday, 17 February 2014

Desert Enviro - Update 4 – Cartographic pleasureZ.

Still lots of procedural repetition to break up and other issues to tackle but the new vista is shaping up! Will be adding some detail maps to the terrain and bringing all the rocks from the old scene soon.

Height = 2k; Colour = 4k; Normal = 2k 





I've set up a Polycount thread where I do breakdowns for this scene.

Sunday, 9 February 2014

Composition grid for UDK viewport

I felt like the viewport is lacking such functionality so I added composition grid overlay controlled via simple material instance.  



Plug ‘PPC_CompositionOverlay’ to your world post process chain or add ‘Mati_CompositionGrids’ as a material effect to the very end of existing post process chain.  


Hope this helps.

Saturday, 1 February 2014

Desert Enviro - Update 3 – That’s a big one.


It was a challenging week. I had a few more shots at rock sculpts but I’m still not totally satisfied with the outcomes. However, I did spend some time on shaders and developed world position based sediment gradient that helps to tie the cliff pieces together more effectively as well as add an interesting colour variation to the dry pond. I have also added some basic vegetation and ground blends.

I’m quite happy with the overall progress but it’s still a long way to the finish line. Crits welcome as always.


No update next week due to workloads at the studio.






 so gradient. much position offset. wow.