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.

Sunday, September 1, 2013

Holiday & Artwork update

Hey readers,

I'm a few days back from my break on Curacao (an old colony of the Netherlands in the Caribbean for you who don't know where it is ;) ). During my stay I had the urge to write down a new blog post. So here I am back again, ready to work and write my new post where I share the ideas I have for the upcoming few weeks or so.
During my stay it was pretty strange to notice the cultural differences and the amazing landscapes I had the chance to see. I loved the atmosphere and the lovely foods! Oh another thing I noticed was the huge increase of the prices since I was there 'bout 7 years ago.

Art

For a while I was looking into what kind of environment I was going to pick up next. The Mirror's Edge shader work was mainly a test for me but now I really want to try and push it towards an environment that would fit in the style and game seamlessly. This is a great chance for me to improve my 2D art skills. Also I guessed this is also a possibility to try out the CryEngine once again after many months/almost a year. I wanted to check out what the main differences are between the latest available UDK installment or CryEngine.

Here is the second pass on my shader in Cryengine, I re-used the same textures from UDK with a few tweaks to replicate the style.

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.



The large screeny is my first pass of the my shader interpretation of the ref screenshot, it still needs a bit of polish on the contrast side but I'll keep that for Post Processing.

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



Sunday, July 7, 2013

First Character (first) texture pass

Quick post to keep you guys updated on my first character! It's a quick texture setup in marmoset, adjustments have to wait a lil' bit until I have more time on hands :(

You have to enlarge the image in a new window to see it at full resolution.

Please, do drop a comment with feedback though!

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.
 


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;