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Konradenīs sketchbook - Page 4

Thread: Konradenīs sketchbook

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  1. konraden is offline
    Location: Stockholm
    Posts: 63
    Here is a update on the revolver.
    Baked down diffuse info to normal(scratches, rust, dust)
    Changed edge/scratches clr to black.
    Adjusted the normalmap.

    Lesson learned today: Black is much better than white if you want to achive nice worn metal edges.
    Since worn edges dont have any color it should be black since black isnt a color, makes sense to me.


    Reply With Quote Reply With Quote #61

  2. konraden is offline
    Location: Stockholm
    Posts: 63
    Here is some work Ive done the last days
    A simple scene filled with props, still lacks some props and Im now starting on the lighting and mood for the scene.

    Main goal for the project has been to build a complete simple scene with correct pixel/cm and making a good render in a game engine using minimum ammount of texture space. All pieces has some smart uv usage so I can get a good pixel/cm.







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  3. konraden is offline
    Location: Stockholm
    Posts: 63
    Did a few final renders in Marmoset for the revolver.
    Reply With Quote Reply With Quote #63

  4. konraden is offline
    Location: Stockholm
    Posts: 63
    Spent yesterday and today on a model for a Darksiders weapon competition.
    Reply With Quote Reply With Quote #64

  5. Vulnus_87's Avatar
    Vulnus_87 is offline
    Location: Epsom
    Posts: 92
    Nice, how was the fur done may i ask on this weapon?
    Reply With Quote Reply With Quote #65

  6. konraden is offline
    Location: Stockholm
    Posts: 63
    Quote Originally Posted by Vulnus_87 View Post
    Nice, how was the fur done may i ask on this weapon?
    Hi!

    Its just zbrush zbrush fiber mesh. Not sure it will be baked into the final mesh but it shows some direction for where I want to go with the concept.

    //JL
    Reply With Quote Reply With Quote #66

  7. Vulnus_87's Avatar
    Vulnus_87 is offline
    Location: Epsom
    Posts: 92
    ooohhhh, interesting, i might have to test this method out and see how it looks baked...or ill wait and see how you did it :P

    Either way it looks very cool dude
    Reply With Quote Reply With Quote #67

  8. konraden is offline
    Location: Stockholm
    Posts: 63
    Latest update on the axe.
    Really not happy yet, alot of work left.
    Reply With Quote Reply With Quote #68

  9. konraden is offline
    Location: Stockholm
    Posts: 63
    Since my last failure with the Darksiders axe Ive started working on a Porsche.

    Crazy how easy and fast it is to model when you have orthographic drawings.
    Reply With Quote Reply With Quote #69

  10. konraden is offline
    Location: Stockholm
    Posts: 63
    Done some more work on the Porsche, created interior, added doorhandles, tweaked shading and some other things.

    Think I am almost ready for doing the low version now.

    Reply With Quote Reply With Quote #70

  11. konraden is offline
    Location: Stockholm
    Posts: 63
    Finished up modeling the Porsche and done some renders.


    Will start on the game model after easter.
    Reply With Quote Reply With Quote #71

  12. konraden is offline
    Location: Stockholm
    Posts: 63
    Started working on a Short Magazine Lee-Enfield Mk III.
    Hard to find good reference for the receiver, same as with the m1 garand I did. Also its hard to make the weapon with correct parts since reference is rarely from the same gun or the same version of the gun.

    Any tips on the reference front is much welcome.
    Reply With Quote Reply With Quote #72

  13. konraden is offline
    Location: Stockholm
    Posts: 63
    Had some time this week to work on the Porsche, done the low poly(about 9.5k), uvs, and started baking out and testing mesh and map-setup in udk. Currently the exterior is on one uv-set, interior on one and lamps/windows on one.


    Also happend to sculpt a head in zb before I went to bed.
    Reply With Quote Reply With Quote #73

  14. konraden is offline
    Location: Stockholm
    Posts: 63
    Been working some more on the Porsche, now its texture time. Finaly realised how I want the headlights to work. Gonna use quite low geo and use emissive map to cover it.


    Did take a break from the Porsche and started working on a Battlefield Heroes style-M1 Garand. Textures is just about started but the mesh is finished.
    Reply With Quote Reply With Quote #74

  15. konraden is offline
    Location: Stockholm
    Posts: 63
    Been working some more on the porsche.
    It has developed into a interesting setup in UDK to get this to work.
    Spent alot of time trying to get UDK to have one material and have pieces of the UV to be translucent/transparent(with reflection) - not possible(please correct me).
    I have split up the glass into one material and everything else on one material.

    Tried to go for a sollution for the headlights to have a softmasked glass with reflections on it from a cubemap but I cant get it to work. Generally transparent objects in UDK is hard to get to work togheter with something else, its easy to just have something be transparent or translucent but making some kind of combined use seems very hard.

    More or less decided to do separate UVīs for normalmaps and spend some more triangles on the shading and just have hard edges and some pieces on the normal map.
    The higher res version I intend to use a separate UV map for still lands under 10k tri and map size should be able to be 2x1024x2048 + 3x512.

    My current plan for lights is to have a simple image of a light combined with a emissive map lighting up the surface creating a faked depth and having the light to be very reflective. Ontop of that the glass will have a surfacereflection outside this. I Could also include a bumpoffset to get some more depth but I dont think It will be necessary.
    Reply With Quote Reply With Quote #75

  16. konraden is offline
    Location: Stockholm
    Posts: 63
    Been spending some time learing compositing in Nuke.
    Did a composit with a mech Ive done.

    Reply With Quote Reply With Quote #76

  17. konraden is offline
    Location: Stockholm
    Posts: 63
    Been working on a game at school and some freelance projects.

    Here are some pieces from the game, did mainchar, one enemy and some turrets. Game is supposed to be a 3rd person game so just quick read-able textures with low res, characters have 1k, turrets 512 maps.






    Also I have gotten the opportunity to work at a big Swedish game company I have wanted to work at for a long time, Dice. Starting there monday 18īs and Im really happy about it =)
    Reply With Quote Reply With Quote #77

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