Hi guys, I started to develop a little top down shooter with my friends in our free time. This is the first ship i have concepted, modeled and textured for the game.
Here you got some scribbles and the final scribble ( sorry no cool rendered concept)
the second test from the Games Academywas to create a old abandoned, overgrown,Americanfamily home. thespecificationsthat weregiven from Manuel Virks, which by the way is one of the greatest artist and teacher I have ever met, was beside creating a destructed wall to also create vegetation an terrain. the style should be realistic. The 3D-Lowpoly-Scene shouldn´t have more than 30.000 triangles. also we have to create several unique and tileable textures. that´s the result:
and here we have the Lowpoly Wireframe Scene in 3dsMax
that´s a fraction of textures I have created for the scene most of them where created with the
Highpoly lowpoly method but some textures such as the vegetation were just painted
okay guys it´s time to post new stuff! I have shownnothingsince2weeks, thereason for thiswerethetests on the Games Academy. so here we go: the first taskwas to create a bust of Super Mario . Detailscouldbemodified as long asthe characterstayrecognizable. We were not allowedto use more than 6.000 Triangles vor the head and clothes and not more than 4.000 for the hair. rendering in UDK or Cryengine
firstI takea halfhour and concept my Idea of Mario. I want him to look like a real realy badass plumber so the first concept fittedimmediately and I was happy with the raw sketch
the
next step was to translate the 2D concept into a 3D sculpt. the tools I
used was 3dsMax vor the blockout and ZBrush fore the sculpting thing .
After finishing the mario sculpt i take back the whole thing in 3dsMax , create a lopoly , backe normal,world normal, hight, AO and cavity maps and start tu texture Mario
after Texturing Mario I import everythin in UDK create a SSS Skin Shader, reflection eye shader, clothes shader, bake light map and render it with a default UDK sky light.
and thats the result:
some environments stuff that we had to make for the test of Manuel Virks, one of the most amazing artist I've everseen, on the Games Academy. all stones can be overgrow by blendshader with moss per vertexcollor. tools used: Photoshop, Zbrush, 3dsMax, UDK