Showing posts with label bar. Show all posts
Showing posts with label bar. Show all posts

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.

Sunday, September 2, 2012

Dressing the bar interior

Hey all,

It has been two weeks already since I've posted the last blog post! I just have a quick update for you guys about my post apoca scene. Filling up the bar took a bit longer because I was experimenting with several ways to light up the interior. I got inspired by a book I'm reading about setting up proper lighting setups in 3D-rendering (mainly focused on Mental Ray or other non real-time rendering) but it's very helpful, for me at least. It goes from the basic lighting tools all the fancy light baking processes with GI. So for environment and lighting artists this can be quite helpful too.

Anyways, for now I'll call the bar interior done. I'll revisit the bar later when the exterior is more dressed up too.



That's it for now if you have feedback, don't hesitate to contact me! I think I'm going to play Counter Strike Global Offensive, just to clear my head for a moment.

Thanks for your time and please share the blog with other artist and friends!

Have a good evening!

Cheers,

Stefan Groenewoud
Junior 3D-artist