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Wednesday, November 9, 2016

Starting with highpoly

A fast update on the progression of the tomb.
I did high/lowpoly and baked it out for a rock, pillar and altar.
Need to redo the altar but I can start to see whats needs more attention and what parts that wont.
Still trying out some different lighting.






Friday, November 4, 2016

3 week project inspired by The Mummy.

First week done!
Inspired by The Mummy (1999) and the art of Rise of the Tomb Raider I have 3 weeks to do this environment for a school assignment called advanced production project.
The project is halftime so its more like 1.5 work weeks.
This weeks goal was to get the scale and proportions right and make modular peaces.
Also got it into Unreal Engine 4, blocked it out there and blocked in the light.

Next week is high poly and baking and starting with textures.

Inspiration from The Mummy.



Top right is the render form unreal and the rest are paint overs to start thinking about colors
and what type of lighting and set dressing I need. 
 The rest of the images are Unreal Engine 4.
The light build is super rough but I a start.





Sunday, October 30, 2016

Chainmail substance

 I added some more color and roughness variation to the chainmail I made for the outfit.
Here is the graph, it could use some more tweaks to get height cleaner and to get the shapes more consistent.
I wanted it to be readable from distance as well so i flattened some of the shapes abit to get lager areas of light on them.


Monday, October 24, 2016

Outfit.

School assignment to sculpt a full body character and then make the clothing for it.
Its sculpted in Zbrush, UV and low poly in Maya.
Textured in Substance painter.

rendered in Iray 
Rendered in Maya with shaderFx shader. Total tris count is 10 056 
and I use 2 UVsets with 1k maps.

Render in Iray

Fullbody character rendered in Maya with kostas PBR shaderFx shader.



Made some fast materials in designer to try implementing them into painter and make them work there.
Had some problems with the resolution in painter so couldn't go over 1k in the textures without painter crashing. Will try to find out why.


Saturday, October 15, 2016

Studet game studio.

This term we will have the same team members in our game projects all year.
The team I am in is Timedust, you can follow us at https://www.facebook.com/timedustgames/ and on instagram @timedustgames.

Here is a our vision for our fist game.
Right now I'm working on skybox, cubemap and texturing the ships and assets.
So this first pass on the ship is modelled by Emil and textured by me.
We are inspired by the work of Chris Foss.



Saturday, September 17, 2016

The head.

This week we started in Zbrush with head sculpting. First making a skull then bildning the muscle structure and later the skin.
The models where then uv mapped and textured in Zbrush. Also going through the processes off the Zremesher and exporting maps.





I'm interested in learning more about shaders so I followed this to setup a skin shader in Maya:
https://www.youtube.com/watch?v=1v6OWgaESkc 
and downloaded the alShaders from:
http://www.anderslanglands.com
and plugged in the exported maps from Zbrush and made a fast roughness map in Photoshop.
In Maya I used a 3 point light setup and then made the background and changed some values in Photoshop to get back some contrast that was lost.
Things that I want to improve and learn more about is the camera when rendering. This was the only angel that looked decent, could also be problems with the structure of my sculpture. And more shaders, more real time shaders as well. Se if I can replicate it in Unreal maybe.


Friday, September 9, 2016

First week of year 2.

First whole week in school.
Working on getting some habits down and start with some kind of regular routine.
This week have been all about dynamics where I wrote a python scripts to help out with some paint weight flooding. Today it ended with some warm up in Zbrush for the coming weeks.

So to warm up I sculpted a raven and then did a clay material in Substance designer.

The render is done i Iray, where I tried a wet and dry clay.