Saturday, 28 November 2015

Fusion Reactor - Update 1 - GPU fun

Really fun project to work on that was resonating in my head for a while. Modo + incredibly fast Octane Render.

More updates coming!

Monday, 7 September 2015

More Dioramas

More organic studies!

Rocks study Zbrush + Keyshot

Also a bonus shot from testing out AKVIS OilPaint

Thursday, 20 August 2015

Grassy cliffs study

Little scene done with World Machine/Geoglyph, Zbrush and Photoshop

Tuesday, 4 August 2015

Updates, updates.

A few dioramas this time. Desert was just a random test with World Machine and Mudbox for texturing cliffs. The ship deck is a visual target for Hyperborea's walkable area.

Thursday, 9 July 2015

More Landscapes

I wanted to give Terragen a shot and it turns out it's better and more sophisticated than I thought. Though Terragen -> game engine workflow is rather rough around the corners, it is possible. The two low res renders below come from a free version but something tells me I will pick up full one soon!

Terrain / clouds / atmosphere are fully procedural. Color and contrast adjustments in post.

Next one is a collection of random alien landscapes done just for pure fun and exploration.

World Machine and GeoGlyph mix: 

The last one is a mountain based on awesome tuts from Iri Shinsoj  - crazy talented terrain artist.

Monday, 18 May 2015

Hyperborea - 03 - Stormy stuff finally in motion!

Doing some progress on the vista but Borealis ship deck itself is still heavy Wip.

The clouds are mostly 2D planes with UV mods, panners etc. haven't tested it in Oculus yet. May turn out that flat planes won't give enough depth and I will have to sculpt the major cloud shapes in 3D as initially planned.

Ocean motion is propelled by a vertex shader with a little help of tessellation (minor waves and global noise). Rest is UV mods and panners as well.

Wednesday, 8 April 2015


Another UE4 speed landscape. Lots of issues there but it was a nice break from hard surface. Had a lot of fun testing out GeoGlyph. If you are interested in World Machine, make sure you check this set of macros. These are pretty powerful.




Hyperborea - 02 - Big time hard surface

So that's the result of the last three weeks with lots of other stuff going on. 

Did some rather tough bakes, tested a lot of new stuff and have to say Marvelous Designer is quite literally marvelous. 

Also, started on scene's master shader in UE4 and tested out some tricks to save texture memory.  

Very heavy WIP for Bathyscaphe

Saturday, 14 March 2015

Hyperborea - 01 - Doodles of an overexcited fanboy

I had this idea resonating in my head for quite a while and I always wondered why there are so few Half-Life inspired environments out there. Time to rise the (crow)bar!
At the end of Half-Life 2: Episode 2 we have seen a sneak peak of Borealis - mysterious icebreaker that disappeared from Aperture science laboratories and was captured by the Combine. Here's my initial concept which is basing on Valve's leaked concept art for Episode 3. #HL3 #IWantToBelieve

Block out in UE4 with paint over:

My goal is to recreate the bow area of Borealis and make it run smooth enough to support a walkthrough in VR.    

I'm still in concepting phase and have the front vista to paint over but here's a small prop I made while messing with DDO.

Please do let me know if you have any questions or suggestions.

Some of the assets I used to block out the concept come from UE4 samples and belong to Epic Games
Intellectual properties for Portal and Half-Life as well as the original concept belong to Valve
This is a non-profit project and copyright infringement, of any kind, is not intended.

Friday, 6 February 2015

Photogrammetry Test

I took a few photos during my trip to New Zealand with photogrammetry in mind. The outcome is far from perfect but I've learned a lot about the process already. More shall follow!

Used: Canon 1100d, 123D Autodesk, Keyshot, Maya, Zbrush, NDO, 3DO