More updates coming!
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.
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
Wednesday, 19 August 2015
Scorpion Scimitar
Just a random test with Zbrush and dDo.
Marmoset: https://www.artstation.com/artwork/scorpion-scimitar
Marmoset: https://www.artstation.com/artwork/scorpion-scimitar
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.
The last one is a mountain based on awesome tuts from Iri Shinsoj - crazy talented terrain artist.
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.
Here is Marmoset Viewer version
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.
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
Gwendeith
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.
Disclaimer:
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
Used: Canon 1100d, 123D Autodesk, Keyshot, Maya, Zbrush, NDO, 3DO
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