Showing posts with label realistic texturing. Show all posts
Showing posts with label realistic texturing. Show all posts

Tuesday, 17 November 2015

Sci Fi Rifle Finished

Hi Everyone,

I thought I would give you an update on how I have been getting on with my portfolio work. I am happy to say I finished off my Rifle today so I'll be sharing that with you. I posted up where I had got with it but felt that it needed a sight adding to it to brake up the top rail of the gun. Since posting up my last post I modelled a high poly reflex sight, baked it and textured it. I have a few renders to share as well as the models I have done.




Here is the exploded high poly model I did for the reflex sight as well as the modelled low poly bellow.



Here was my bake I got out of X Normal and Substance Painter.


After a bit of tinkering in Substance Painter and some playing about with Marmoset 2, here are the fruits of my work.






This was just a quick update on how this has gone. I hope you like the results. Hope to see you here again soon, especially now I will be finishing my Tiger Tank now. 




Friday, 5 June 2015

SketchFab 3D Model Web Embedded Previewer

Welcome Back,

For all you hard working 3D Artists this is a post you should definitely read. I thought I would write about a 3D model Previewer I am thinking about using to display my models on here in the future. Its pretty good not only for you to look around my models I am doing to see how its been done, but also enable you get up close and personal at all the detail from different angles than just a single photo. For me this means I will have to be more diligent as all the mistakes people may not be able to see will now be viable to anyone with a keen eye =D.


Wargaming seems to uses this site for proving their models for the game engine. Its also a place where fans can view their hard work up close and see the beauty's they are grinding for. To keep it short I am going to embed some of their newest models for you to view and have a play with and will use this where possible to show you my updates of my Tiger model.














For those of you that play world of tanks regularly you will instantly recognise these tanks. some being apart of the Berlin trio and others being higher tier tanks. These 3d models should give you an idea of how much hard work goes into each of these tanks. With Wargaming making HD models for its tanks with PBR textures, these are representative of their current and upcoming standard they are aiming for with in game models. 

Take care all and have a good weekend. 

Wednesday, 20 May 2015

World of Tanks HD Models

Welcome back,

A quick post for this week's 2nd post, but very much a pretty eye candy filled one. I thought I would shake things up a bit this week and post about the up and coming update for World of Tanks 9.8 patch.

Anyone that has been following this blog from way back when will know I play World of Tanks (WoT) casually (mosty casually because I am a very average player). I follow the up and coming updates from Wargaming Net forums/website, you tube channels like Mighty Jingles , Quickybaby, and Sir Havok. I also have a massive infatuation with tanks and mechanical things in general were/are war related. Running with that ethos I would like to share some massive HD model eye candy that will be coming up in the 9.8 release and also the new game mode that is currently being worked on by the WoT team












You have to appreciate the amount of hard work Wargaming is putting in (plus external companies they are being outsourced) to get this game competitive with other tank game titles. Its fresh to see that the competition has started them on the line to upping the over all visual standard for WoT.

All of these models are created using PBR textures. Substance painter works with creating PBR textures and is a great program for any aspiring 3D artist to have in his arsenal of tools. If you don't know what that is or are interested, look at my previous posts about Substance Painter which covers what its and also what it is capable of. I have a lot of work left to do in Substance Designer (another program that works alongside painter) training myself to create different substances for metals before I have a crack at creating anything like this.

These models you see here a good standard for me to aim for if not surpass with my current Tiger Model I am working on. I will try to keep you guys updated as I work through it on the processes I am thinking of doing/thinking about to help you understand my work flow a bit more.

Now for the new game mode. The Youtube celebrity QuickyBaby(https://www.youtube.com/user/QuickyBabyTV/featured). He gives a nice review from his experiences of the new game mode that is set to hit 9.8 buy showing you some actual game play and commentary. This new Domination mode features the implementation of a new respawn feature, repair zones and capture the flag style play all rolled into one. In my opinion will be a exciting new addition to the WoT world giving a nice shift to style of play. It will be interesting to see how this new mode progresses and if it is incorporated into E Sports. Only time will tell but for the mean time I hope you enjoy this Quickybaby break down.


See you here again for my next post soon.

Thursday, 26 April 2012

Ammo shortage!

For all the people following this blog they will have known I have been working on the outside area for the building I created a while ago. I have been working on the texture getting it to tile and its starting to take shape and im just feeling my way round the getting the characteristics in that I like. The whole struggle for jobs at the moment has been a real demoralizing time for me and I am sure others that have been forced into the unknown of unemployment at the current economic state. If work seems a bit slow that is more than likely why. It is however important however to keep optimistic and push through. I thought for the mean time I could work on producing some models at the end of my day for turbo squid to keep me financially going for the mean time. A hour or so at the end of the day to crack out some small models that are easy to model and texture to get a nice outcome. This will few extra props for my portfolio and also varying my workflow to keep me motivated. Heres a quick ammo crate that I have modeled in high poly and also a beginnings of a tree.




Thursday, 12 April 2012

final jeep renders




Well after a few days of tweaking and adjusting I think I can proudly close the jeep project and add it to my portfolio. A few extra adjustments to textures and modifying the ambient occlusion bakes on the mesh lead to these images. Enjoy

Monday, 9 April 2012

Blog Update, life of modularity

Hi and welcome to all blog followers far and wide,
Things have got pretty hectic with the holidays and job opportunities being thrown down, and around at the least expectant moments. I have had to do a few proving projects so have had to drop most of my usual things to do them. Unfortunately I wont be able to post them up due to confidentiality but I can say they looked pretty good at the end. In between all this juxtaposition I have finally just about finished my jeep (that seems to have been going on forever). I have a few little changes to do to the textures getting parts to blend with the rest and then I will start posting up some test renders to finally add the jeep to my portfolio site. I have also started a modular building that I posted up on the work in progress segment in my portfolio. (www.danielrohde.crevado.com)As you can see I have been pretty busy with getting this all together plus other projects. The above images are my current project that I have in progress. It is all designed in a modular style to fit in a 2k texture. one set for the outside and one for the interior. Here is the interior diffuse texture pretty much finished (the texture is used on the test render to see how the pieces slotted together along with spec, occ and normal maps).

Its not long now till I begin my work experience with Undrawn Reality (previously called Raw Games) so I'm excited for that to begin. I can then start absorbing infomation and useful tips in the form of osmosis as I am willing to guess there is a lot to learn.

I have a visit also over this weekend to go see Lucian Freud 's life work that's exhibited in London so I will post us things that I can from that.

That's all I can think of for now, chow! =)

Monday, 20 February 2012

Willie Jeep (Work In Progress) 9




This is the interior texture applied after yesterdays tinkering. Finally I'm starting to see the massive change in the Jeep from naked to fully textured. The early stages of the interior texture are looking good already. I may have encountered a problem in not leaving enough UVW space for the seats to add stitching to the fabric. This was a first attempt at lynching a stitching texture from a picture to apply it. It could be the picture resolution or layout, but what ever happens the stitches definitely look wrong and need some revision. The dash board is starting to look good as I concentrated on getting that part right yesterday, although im not sure if I have over done it? Maybe a polycount post to see what people think.

Sunday, 19 February 2012

Sorry for not posting last week, more posts will come this week.

Hi all! Its been a good week since I have last posted up here but a lot has happened since then. I managed to get my first interview for a company based in Bournemouth. I also had some life drawing in Nottingham (meeting lots of great guys from Crytek that were great to chat to. Check these guys blog to see their quality of work they produce (http://pixelherding.blogspot.com/ http://jakegumbleton.blogspot.com/) at the Dr.Sketchy event. I would personally advise any avid life drawer to check this event out if you are based in Nottingham, Birmingham or London as its a twist upon the normal outlook upon life drawing sessions. These events provide a great variety of models and themes to interest the practitioner, all for a reasonable price.

Last week as you can probably imagine was pretty busy doing research, trying to do background on the company and its employees. However through all my searches the only person I couldn't find was the guy that Interviewed me. This guy was a games designer who developed Tomb Raider (massive one to miss out on my search I know). I got some good feed back on my portfolio, especially on my Jeep which seemed to be doing its job attracting people to see my potential as a environmental artist/3D modeller. It was good to hear from a guy as prestigious as the Tomb Raider designer saying my portfolio was good was quite flattering. He mentioned however I needed more environments to support my portfolio, which was great because that's what I planned to do next to work my keep into a scene.

I realise now how important it is to go to a life drawing session regularly as a professional artist. I am very out of sync with my drawing skills as it was about a year since my last session (until my recent venture to Dr.Sketchy Nottingham). I have met so many 3D artist that just have no skill with a pencil it makes me wonder about how they visualise their projects. This was definitely present in my course at University among my lower and higher skilled piers. I will post up my pictures from the session at a later date as I currently don't have them uploaded onto my PC yet so watch this space for them. As I go regularly I should hopefully be able to see a good change in them quality wise similar to what has happened with my 3D work over the course of my development as a practitioner (check the early posts to see what I mean).

Back to my Jeep of late. With the first texture pretty much done apart from a few last tweek's, I moved eagerly to my second texture of the interior. I had already UVW unwrapped the inside so all that was remaining was to texture it to the best of my ability. Its still early days with it but here it is in all its naked glory.

Friday, 3 February 2012

Texture update for jeep: finishing the under carriage,window masking and body dust




Today I ended up finishing the rest of the under carriage blending and texturing. I them moved on to the top side paintwork covering the shell of the jeep. This of course ment that I would have to be extra careful in my approach to texturing it as players would see this more than the undercarriage. The paint as it stood for the topside looked pretty bland and needed some dirt to add to its believability. Using some decaled textures, I screened over the top to give a dusted look with the aid of the smudge and eraser tools. I created a mask layer for the wind screen to give the opacity and to gain the illusion of the existence of glass in the windscreen. I still haven't got that quite right just yet but this will, as normal, change in time. Another thing I'm not quite happy with at the moment is the wheel colour and the dirt upon it. For the mean time the textiring for the tyres will stay as it is but when the model is more complete I will come back to finish them off a bit more. Further more I have had some good comments off polycount.com following the jeeps progression that has been quite encouraging. Working so hard in my room to get employed can be a bit disheartening so getting gems off proactive practitioners is golden for your motivation.

Tuesday, 31 January 2012

Another Hard days work textureing.

Here is today's progression on the body work of the jeep texture. Further workings into the chassis and exhaust and a bit of work on the suspension. I got some nice detailing but I still think the overall base colour of the body work is wrong. I'll look at changing that to be a bit darker tomorrow to see how that looks on the model. Further working into completing the underneath of the model, then working on the outside look for the overall finish.