Showing posts with label UDK. Show all posts
Showing posts with label UDK. Show all posts

Wednesday, November 27, 2013

Textures & shaders

It's been quite a while since I wrote my last post and this time I'd like to show off my new experimentations with shaders for personal work and several textures I did for the awesome guys at Gametextures.com. This was a great opportunity to improve my workflow and experiment with several styles.

During my time of workflow improvement and texture skills improvement I have sculpted a few Insert Multi Mesh assets. For example this set of rocks.

 

Besides that I have worked on a new personal project but it's pretty much in the concept phase so that I'll have to keep for the next time. ;)

Please feel free to check out my breakdown/tutorial for creating this rain shader in UDK.

This shader is still Work in Progress, but the gif shows a clear idea of the shader in several states of wetness on the surface. But the main thing that got me stuck with this shader is the blending/animating of one wetness state into the other one, I want to create one state of wetness "flowing" into the next state of wetness. This is rather challenging for me mainly because of the fact that I'm not a programmer or shader artist by trade, so figuring this out is pretty crazy.

Friday, June 21, 2013

When Nature Reclaims The City pt. 2


Damn, I've been so amazed by a lot of new games that have been announced at E3 2013! My favorite at this moment probably is The Division, the amount of detail is insane and very inspiring. If only I could work on their team *hint hint to the guys at Massive, if they even read my blog*. Also got my hands on The Last of Us, amazing game I must say, great story writing, awesome graphics.

Last year I already worked on this environment but I didn't really had the time to work on it that much and also lost the motivation. Few weeks ago I had decided to finish this piece up and I am really curious what y'all think of the result. After seeing The Last of Us art dump I was a bit intimidated xD but heck I can really use the feedback to improve the scene.

Since the last update I had adjusted the light rig & color correction, car(s) have been modelled (not sure if I'll add the Bus as I had planned), added a few extra props to fill the scene, extra/better textures & shaders.

Note: I am using a few placeholders (the trees) from UDK

Thanks for your time!

Stefan Groenewoud
Freelance 3D-artist

I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.




Two high poly screenies, couldn't find the others;



Sunday, May 19, 2013

The weekend of Texturing and Shader Experimentation

Hey everybody!

It has been a month already since the last blog post where I did shader testing as a tribute to Mirror's Edge. Again it was a very busy period for me and my PC had to be repaired (again). This weekend I had some time left and after playing Gears of War Judgment, which I like very much due to the artistic style. Because of that I had decided to mess around with some texture creation that is dedicated to this art style and thought it was time to step up the shader work a bit more.

I had a lot of fun just experimenting with shaders in combination with the textures I've sculpted over the weekend. Not just the sculpting was amazing, creating these detailed assets, also doing the texture baking in Zbrush was fairly new. After baking these textures and finalizing them in Photoshop, I started working on the shader in UDK.


Sunday, March 10, 2013

Mirror's Edge shader tests

I did some UDK shader experimentation with the style from the game Mirror's Edge in mind. I tested the materials Indoor as well as Outdoor. This gave me a good understanding how the material might react. Keep in mind these are basic material tests, so for a real environment I'd take more time to texture individual assets for example.

Also, I've been working on my Post Apocalyptic environment, I didn't do any drastic changes with the composition but I am working on adding vehicles, extra buildings and small details to make the scene feel more "alive".

All colors can be tweaked with just one texture e.g. with a greyscale concrete texture I can create a red/green/blue one with the same shadersetup.

Reference Sheet


I might do a scene based on this shader study also all feedback is welcome!


Shader Testing


Part 2 of the indoor materials


Metal Shader Overview [WORK IN PROGRESS]
These are not the final settings of the metal mastershader but for testing the bounce light in UDK it was pretty handy. On assets within an environment, fine tuning the shaders would be easier in my opinion.