Wednesday, December 11, 2013

(semi) Final Low-Poly AKS-74u Kobra model

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This model was made as a part of a personal low-poly asset creation pipeline study.


The tape on the magazines was particulary fun to make.

I should probably fix smoothing groups in the bottom of the green plastic grip, as well as the terrible seam on the top of the receiver (it cannot be seen in the pictures above (on purpose >:3).
Also next time got to avoid excessive amount of UV seams on round shapes, like on the barrel in this case; and probably should use blocker mesh for Normal map baking to avoid overlapping.

The model consists of 5801 quads and uses 4096x4096 px resolution Diffuse, Specular and Normal maps.

The images were rendered in Marmoset Toolbag 2.0 real-time OpenGL (?) render engine.

Monday, December 9, 2013

Advanced Texturing Round #2

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Sunday, December 8, 2013

Advanced Texturing

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I came up with a new advanced texturing pipeline that exponentionally saves time on texturing.
The model below is an AK-74u. I am not really a "gun person", but they usually have decent amount of texture on them and I've never modelled one before.


The model consists of 3495 quads.
Both of the pictures are rendered real-time in Blender 3D viewport.


And here's one of the 5 texture maps


Thursday, December 5, 2013

Advanced Landscaping

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Created in World Machine, Blender, Photoshop and Cry Engine 3.


Note that images are rendered real-time in a game-engine and not in a ray-tracing render engine as my usual artwork is.


Space Backplate

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Backplate for a potential animation project.
Created in Blender 3D and Adobe After Effects. Credits for textures goes to NASA and Yale University.
I suspect that I should have added more grain to the YouTube version of the video to prevent that terrible banding issue, that comes when you upload videos to it.