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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