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!




Tuesday, February 25, 2014

February update

Small update on the new environment I'm working on, it's still in a pretty early phase but hopefully next time I'll be able to show it in game with some cool textures. ;)

Also you can find here other stuff I have been working on in my spare time; the low poly creature model baked to a 2k texture (not textured though). And I messed around with some 2D art as well!

Hope you like it,

Cheers,


Stefan Groenewoud
Environment artist





Wednesday, January 29, 2014

Creature sculpting pt.2

Little update on the creature, I've adjusted the "face" and some parts have a better defined silhouette shape. I also added some hairs in the high poly mesh and I am considering working towards my high poly right now.

New High Poly render

Previous High Poly render


Monday, January 20, 2014

Creature sculpting

This is going to be a rather small blogpost, simply to show off that I'm still alive and I am working on some bigger blogpost about some technical aspects in game-art. The creature I've have been working on is loosely based on Dead Space 2 and was created from scratch in Zbrush. It's still work in progress the leg on the backside is barely sculpted but I might scratch it.

Creature sculpt

High poly render


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.