Showing posts with label asset-art. Show all posts
Showing posts with label asset-art. Show all posts

Friday, August 29, 2014

High Poly Brick Sculpting

Since my last post I've been working on these bricks while I was working on a different personal project. Kinda helped me to keep fresh eyes on the project by doing something else once every few days.

I was building a small library of different types of wall bricks.

Two bricks from the previously shown set of bricks but with polypaint to test a bit of lookdev. 

Wednesday, July 2, 2014

Textured Concrete Pillar

I've been working for a bit on this sculpt and decided to texture it. There are still a few tweaks but I feel I'll keep it like this, been working the low poly/texturing for a few evenings.

Cheers,


Stefan Groenewoud
Environment artist 

[Click to enlarge]

Monday, May 19, 2014

Fabric sculpting

After a few months I finally got around to sculpt some fabric in Zbrush in my spare time to improve my workflow and simply get everything done in one program. Unfortunately I did have to do a bit of blocking out and fixing model issues outside of Z.

I also got some other projects going but they're not at a stage that it's ready to show yet ;).

Cheers!




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.

Wednesday, July 17, 2013

Small summer update

Hey readers,

This is going to be a rather small post, I am a pretty booked up with work and tired, so forgive me! Anyways, reason why I was writing this post is someone shared a gameplay video of Killzone 4 at E3. To be honest, I totally missed it but as I was watching the video, it turns out there were a few assets used that I had created during my internship. I can't show them off individually (as far as I know) but go have a look at the video to see what I'm talking about.

Somewhere around 4:50 you'll see a large server and a portable server, and those were two of the assets I had created from scratch to finish (high/low poly + texturing and shader. @5:30 A better look at the large server.

Cheers,

Stefan Groenewoud



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;



Tuesday, February 26, 2013

Post Apoca Update

Work in Progress - Another update on the Post Apocalyptic environment I'm working on. I've re-adjusted the roof and the broken concrete pieces on the floor. Besides that, I also tried to adjust the composition a bit so the viewers eye would be led through the composition. Also the shaders/textures have been modified/optimized, the lightmaps have been optimized and I enhanced the light setup.

After making the level run smoothly, I started adding collision and LOD's. Personally it felt really interesting to make a big level from start to finish and optimizing it. With that in mind, I do have a few extra props I need to finish. E.g. a car, extra vegetation, 2 extra buildings, water puddles with realtime reflections and perhaps a bus. It doesn't look like a lot of work but when you break down these things into seperate workloads it's going to take a lot of time.

Recently I had the question if I was going to make this a flythrough or a set of screengrabs. To be honest, I don't feel like doing a flythrough since I have been spending a lot of time on this project already. I do like the idea but I might have to do a shit load of extra buildings to make it look like a dense city.

Don't forget to drop a comment!


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.

Saturday, February 2, 2013

What I Did This Winter - Art Dump

Hey readers,

It's been almost a month since my last post, for me, 2013 didn't start off quite as well as I would've hoped! My computer had to be repaired in the second week of the year already. Thankfully the repair didn't take that long and I was able to upgrade my computer. Windows 7 is now starting within 30 seconds and Photoshop and Max are opened within 5 seconds and run smoothly with all the heavy (extra) plugins. I'm really amazed how much faster SSD's work, at first I was skeptic but I've completely changed my mind.

Besides that, my Dad (who is 71 as of writing this) has joined a computer club! He barely worked on a computer before but now he really wants to explore what these machines are capable of. I just wanted to point out I'm very proud of him that he had the guts to start working with computer at his age.

Tileable textures

The tileable textures are created in Zbrush, where I started with the high poly mesh and applied the polypaint during or after the texture composing.




Destructible Study

I was working on these destructible studies to explore how concrete reacts in different circumstances. All are sculpted in Zbrush. As you can see the top row are all concrete studies and the bottom-left one. The last few sculpts are old/rotten wood.


Organic - Hand Study

I picked this asset up after one and a half year. Back then I think I got overwhelmed with all the anatomical terms and the complex forms. As some character artists even refer to hands as being one of the most difficult shapes of the human body.
Somehow I've decided to finish off some of my older project that I left unfinished. I learned a lot of tips and tricks concerning art creation, so I've decided to put the knowledge I've gained to the test. I really enjoyed the texturing/polypaint process, it felt so easy/logical to add in small details in the texture on top of the high poly mesh. This tech is something I'd like to use more often if possible.

Low Poly - The low poly is realtime viewed in UDK with the new DX11 features like Tessellation and Subsurface Scattering  The asset was intended to be develop for a next-gen game consoles, I also kept in mind the edge-flow for animation. So if you're interested feel free to animate it!

Shader - It's a rather simple setup with the added DX11 features in UDK. Most textures are 2048*2048px except for the sub-dermal texture, for example. The tattoos, to optimize texture load I've made a multichannel texture, so in one of the green-channels I copied in the tattoos. I've also added another UV-channel, where I mapped the part of the model I'd like to show up the tattoos. The con of this method is - an extra texture (eventhough it's multichannel in this case), the pro - I can have a set of hands with or without tattoos and I have a rather high pixel-density.






Organic - Tree Branches

All modeled from High Poly meshes, baked on Low Poly planes. Was very fun to experiment with the new workflow. Texturing is done more quickly and the meshes look more detailed, compared to the trees that I've done in the past.




2D Study

As in the previous blog post I've stated I'd like expand my 2D texture skills, especially I'd like to make environments and weapons.

Cheers,

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.

Sunday, November 11, 2012

High poly artdump

Hey there,

Well it was pretty busy for the last few weeks, been doing a course and some freelance work! This weekend I took some time off to relax a bit, playing some games again and it was time for another blog post. Another highlight of the week is, I'm considering to go back to school for a Bachelor diploma in Game-Architecture. I already got in the selection for this course last school year but my last school didn't send the paperwork in time so I got removed of the candidate list!

I'd recommend to open the images in a new window to see the full resolution.

Off-topic: Windows 8 was released recently, what are your thoughts about this? Are most 3D/2D programs compatible with this new OS?

Here's some work I've done the last 2-3 weeks:




The artist that is being highlighted this time is Brian Burrell. He has done some amazing work on Homefront (as art supervisor and senior artist) but also has very interesting personal work. Don't forget to checkout his website, this contains all the in depth information concerning his art supervising work. Personally, I loved the game Homefront, the weapons really caught my attention, unfortunately it wasn't a big commercial success, which led to the shutdown of Kaos Studio.

Bryan's personal work:
 



Work on Homefront in collaboration with other artists:


Thanks for reading the post and please share this if you can. =]

Have a good Sunday!

Cheers,

Stefan Groenewoud
Freelance 3D-artist

I do not own the rights concerning the work of Bryan Burrell, I am just sharing my thoughts and interesting artwork to other artists out there.