A project for university, in which I created a environment using one texture, following Tor Fricks techniques and applying them to make a palace environment.
Aaron Edwards - Game Artist Blog
Thursday, 23 April 2015
Saturday, 13 December 2014
[Unreal Engine 4] - Fantasy Alhambra
A 12 week project for university in which I had to create an
environment with the choice between; WW1, Gothic architecture, or
Moorish. I chose Moorish and created the court of the lions in the Alhambra. I put a fantasy twist on this and made it a mage training
ground.
Friday, 25 July 2014
[Marmoset Toolbag] Giant's Bell - Physically based rendering
I wanted to do a large prop piece, and learn more about PBR, one that would take me a good amount of time.
I found a concept by Esteves Luis on deviant art, which was really interesting and I thought it would be good practice as some parts of it are quite complex like the engravings on the bell.
The concept was found here - http://estevesluis.deviantart.com/art/Prop-Work-395307174
Here is the final render.
I found a concept by Esteves Luis on deviant art, which was really interesting and I thought it would be good practice as some parts of it are quite complex like the engravings on the bell.
The concept was found here - http://estevesluis.deviantart.com/art/Prop-Work-395307174
Here is the final render.
Sunday, 1 June 2014
[Unreal Engine 4] - Learning Unreal 4 and hard surface/ sci fi practice
I decided to do the monthly challenge from polycount, as I had the free time, and I wanted to a sci fi/ hardsurface scene since I had not done one before. This was also a chance for me to learn Unreal engine 4, and to understand Physically based rendering.
Here is a link to the thread, where the concept can be found - http://www.polycount.com/forum/showthread.php?t=134326
Here is a link to the thread, where the concept can be found - http://www.polycount.com/forum/showthread.php?t=134326
Thursday, 1 May 2014
Hand painted / Sculpted pratice - Ale Barrel
I wanted to learn more about the tools in Zbrush, so with this prop I decided to make the base mesh inside Zbrush. I decided to make it a stylized sculpt, since I wanted to do a hand painted texture. Using the different passes from the high to low poly bake as a base texture, I then painted over it to get the final texture.
It was difficult to get clean edges, and I think I made it a bit too high poly, but It was my first go at doing this style on a 3D mesh, so hopefully it will get better with more practice, I did learn a lot from it.
The final texture was 512, and it had a normal map and specular.
It was difficult to get clean edges, and I think I made it a bit too high poly, but It was my first go at doing this style on a 3D mesh, so hopefully it will get better with more practice, I did learn a lot from it.
The final texture was 512, and it had a normal map and specular.
High Poly Sculpt |
Final Low poly |
Labels:
Hand painted
Sunday, 27 April 2014
Hard Surface Prop - Practicing Hard Surface
Made a hard surface prop over the weekend, I haven't done much hard surface so I want to improve in this area. Its Based off a piece of concept art, Im unsure who the artist is.
Rendered using Marmoset Toolbag. Used Maya, Photoshop, Ndo2.
Rendered using Marmoset Toolbag. Used Maya, Photoshop, Ndo2.
Labels:
Other
Friday, 25 April 2014
Male Anatomy Practice
For the sculpting module at uni we had to create a human character in Z brush, and put him in a pose.
Here is mine. I added in an axe sculpt I did for the posed model.
And the axe
Here is mine. I added in an axe sculpt I did for the posed model.
And the axe
Labels:
Other
Tuesday, 11 March 2014
Low poly work
A few low poly models, made for mobile platform use. Part of a group project at university, where in groups of 4-5 we make a level for a spaceship shooter game.
I made the boss for our level. its around 2k Tris, and has a 512 diffuse.
I also made a low poly car for our city. These were very low poly, as the player is flying above the city, and there needed to be lots of cars.
Here are some of the buildings I made. I used a single texture sheet.
The texture Sheet I made.
Here is a video of my groups final level, I also did the level design and pathing for the player and enemies.
I made the boss for our level. its around 2k Tris, and has a 512 diffuse.
I also made a low poly car for our city. These were very low poly, as the player is flying above the city, and there needed to be lots of cars.
Here are some of the buildings I made. I used a single texture sheet.
The texture Sheet I made.
Here is a video of my groups final level, I also did the level design and pathing for the player and enemies.
Labels:
Other
Thursday, 2 January 2014
Hand Painted tileable textures
A few tileable textures I made for a university project. I used different techniques to get different results.
A dirt texture, made using Zbrush and Photoshop. |
Wooden Planks, made using Photoshop |
Stone brick wall, made using Photoshop. |
Stone brick wall, made using Zbrush and Photoshop. |
Dirt texture, made using Photoshop. |
Labels:
Hand painted
Tuesday, 10 December 2013
[UDK] FPS Temple Environment
This was my first project for university, I had to make a 12 player death-match map inside UDK. We were allowed to use 50% UDK assets and 50% our own. I only used the trees from UDK. I didn't get to finish everything I wanted due to time, but I used this project to learn Z-Brush and I'm quite familiar with it now. I used Maya, Z-Brush, Photoshop, Knald, X normal, and UDK.
Thursday, 24 October 2013
Friday, 20 September 2013
[UDK] Hand Painted Bar Scene - Polycount Challenge
This was a hand painted scene based on a concept by Simon Kopp, It was one of Polycounts Monthly challenges which is just creating a environment from a concept in a month. I wanted to get better at hand painted textures. I used Maya, Photoshop, and UDK.
Here is the link to the Polycount thread - http://www.polycount.com/forum/showthread.php?t=125287
Here is the link to the Polycount thread - http://www.polycount.com/forum/showthread.php?t=125287
Labels:
Hand painted
Subscribe to:
Posts (Atom)