I'm an asset/environment artist for an AAA videogames company and I currently live in the UK. I love making game-art especially environments but I do like to challenge myself to create some organic stuff as well. My thoughts and opinion on this blog are personal.
Wednesday, May 28, 2014
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
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!
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
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

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.


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.
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.
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.
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.
Labels:
3D,
environment-artist,
game-art,
Mirror's Edge
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