Sunday, February 28, 2016

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Sunday, February 7, 2016

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Rendered with Cycles branched path-tracing with 1200 samples for volume, 125 samples for diffuse and glossy, and 15 samples for the rest. Denoised with ms nlmeans c noise2 within G'MIC.

And here's one with a Lamborghini Countach in it, because why not.


Monday, December 21, 2015

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Thursday, November 5, 2015

The Happy Potato

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He knows that you like to eat fries, but he doesn't care.

Thursday, September 3, 2015

Mentour Pilot Intro Proposal

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Sunday, July 19, 2015

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Thursday, July 2, 2015

Lamborghini Miura Le Mans Prototype (Revisited)

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Sunday, June 21, 2015

My new PBR shading pipeline

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Friday, April 17, 2015

Delve Logo Design Iterations

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Several months ago, I had the pleasure of designing the logo for delve.lv . Here is the whole pipeline of the logo iterations.








Minerals

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Saturday, July 12, 2014

Unmanned Aerial Combat System

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Sunday, January 26, 2014

Bigfoot Game Character WIP#1

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This is the Bigfoot - a game character I am creating for Koplay Ltd. from a concept art they provided.

Koplay Ltd was kind enough to let me showcase the progress on the model, prior to the release of their final product.

So far I have baked high resolution texture maps from a sculpt to a rigged low-poly mesh, as well as colorcoded few areas of importance for further texturing.

Thursday, January 9, 2014

Highlanders

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This video is an assignment for the Animation and Graphics Design course in my university.

While I am quite proud of it as an assignment, it still falls short for being worthy of a place in a professional portfolio due to clunky animation, lack of contrast, bad composition and lacking story-telling.

On the bright side - I gained tons of experience in the process; my next animation will be far better than this one and, hopefully, worthy of a spot in my portfolio/demo-reel.

Here's some trivia behind the story, in case you missed the punch-line.

Technical information:

  • Total project size - 51 GB
  • Models - highly modified models from NASA's 3D model library with my own textures.
  • Render specs: 70-250 samples per 1080p frame. Samples were set for each render layer seperately, to increase render efficiency. For stationary camera renders render border was used, again, to increase render efficiency.
  • Total amount of frames: 1330



Sunday, January 5, 2014

Procedural Space

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It's amazing what you can do with procedural modelling and texturing.

The image is captured real-time in Vladimir Romanyuk's Space Engine 0.9.7.1

Lunar Landing

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This is a scene of an animation I am doing for my university assignment.
Here's a viewport render.

Saturday, January 4, 2014

Blackshark

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Yet ANOTHER render of the legendary Russian Flanker-D air superiority aircraft. Can't have enough of those.

It is very likely that I will update this render with cockpit internal components and those dark jet-streams that Russian aircraft tend to produce.
I might also want to reduce or disable the lens dirt effects.

Touchdown

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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.

Tuesday, November 26, 2013

Thoughts.

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I think I may be slowly turning into JJ Abrams due to my unhealthy obsession over lens-effects.
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Note to self: cut the lens effects next time.

Textures: courtesy of NASA and Yale University.

I used total of 5 textures, arranged in layers to simulate realistic composition and behaviour of earth (both day and night), water (specularity), clouds and atmosphere.

Han Shot First!

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Print quality typography poster created for Animations and Graphics Design course. Not to brag, but I think the grade will be on the upper side of the scaling system. Sunk more time in it, than I should have. No regrets.

Typography contains text from the "Star Wars: Episode IV - A New Hope" script.

Please, view in high resolution here to appreciate fine-grain detail in all it's majestic glory.

Thursday, July 25, 2013

Lightsaber Hilt

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Done in Blender Cycles with experimental texturing method.

Monday, June 3, 2013

Update on Lamborghini Countach

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Sunday, January 6, 2013

Lamborghini Countach

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Greetings! I decided to bring back some life to this place by sharing my progress on latest project. I couldn't say that I am a big fan of Lamborghini Countach , but still it has some of that retro-iconic vibe into it that I fancy a lot. Render took about 20 minutes. I even modeled major parts of the engine block, exhaust systems and even brake/suspension systems. It is still too early to call it finished, but I am near to it. Rendered in Cycles with 3000 samples, and 8 Clamp


Friday, September 14, 2012

Carnival Mask

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Monday, July 2, 2012

Grassfield

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Managed to (almost) recreate grass scene from Nature Academy by watching timelapse videos

Thursday, June 28, 2012

Fireball Simulation

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Friday, February 24, 2012

Interior render

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Friday, February 3, 2012

Su-37 Terminator

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Sukhoi Su-37. The most agile aircraft to never be mass-produced. It introduced 3D thrust-vectoring and amazing post-stall maneuverability. It ditched the front canards and evolved into Su-35 which is now the backbone of the Russian Air Force fighter fleet.




Here's composition breakdown:

Saturday, January 28, 2012

Skin Shader node setup

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As requested, here you go, guys

If your model has a texture, plug it in the diffuse node "color" input, and then plug it in the "Roughness" panels via the math convertor (as shown on disconnected node) it gives you more control over your grayscaled textures.

If you're here from Deviantart, please, tell me who I have to thank to for all the traffic!

Saturday, January 14, 2012

RealFlow

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Got my hands on realflow, unfortunately, it is possible only to have one frame of fluid simulation imported in blender, I hope someone could write a script for multiple .obj import for each frame, otherwise it would be a huge work to import each separate object, render it, and repeat process about 250 times. However, here's a screen from my first attempt. I went for more artistic render, stay tuned for turntable animation.