Showing posts with label models. Show all posts
Showing posts with label models. Show all posts

2012-10-10

Sherman WIP - Collection of April-October 2012

So yeah, I guess I update my blog.

Now I can't really do anything, turned out my GFX card had a minor problem running Next-gen games (crashing them randomly), so it's in the service workshop for a week now. But don't worry, here's a little compilation of what I have done with the sherman tank model, since I wrote the last post.

This is what you probably saw last.

Hipoly wheels finished.

Hipoly turret.

Hipoly model finished. (- tracks)

Hipoly model (kinda) rendered.

Baked lowpoly turret.

Baked lowpoly wheels.

Realtime model in Unity3D.

And the last one: texture WIP.

I hope I get my GFX card back asap, there is SO much to do on this piece :(

2012-04-08

Sherman WIP1

So I'm making Sarge's vehicle of choise: an M4 Sherman tank.


Okay, I have to confess, I started it like a week ago. I can't have too much spare time for modelling, but it is going slowly, but surely.

Just finished the side wheels.

2011-10-08

WIP characters

Several low poly characters with different races.
Pants are gray because they will be customizable via shader,


Polycount: ~1030 tris
Textures: 2 × 256 px diffuse

2011-06-13

Run Cycle Animation

Just made a lowpoly character and a run cycle animation over the weekend. Here you go.

2011-05-02

Apoligy and Update!

Man, am I lazy these days! Sorry for me not updating this blog recently, but I didn't have anything to show recently. For some reason I had a thing called "creativity crisis", which means my recent workflows were like: got an idea > looked for reference pictures > started modelling > got bored of it > quit finishing it. Yea, it sucks hard.

But today I had a pretty hard headache for no reason, and got the next few days off. During some effort of forgetting that my head is about to blow into a million pieces, I was reading some history pages about the city I'm living next to (Szeged). (You might ask, why I was reading when I had a headache - well, I tried everything, and the subject got my attention so hard, that it worked.) I found out that the city's cathedral (pic.1) was built in the place of another church, which sadly was demolished.

Pic.1 - The Cathedral of Szeged

This church was called Dömötör-templom (Church of St. Demetrius) (pic.2 far left) which - as I said - is now gone. The only part which you can still see is the remains of the tower, which was found during the demolishion. It turned out, that this tower was actually built in the XIII. century, and it is now called as Dömötör-torony (Demetrius-tower) (pic.1 on the left) after the church.

Pic.2 - The Church of St. Demetrius and the Chapel of Rosalia

During this little historical trivia, I came to the conclusion that I probably am going to make a 3d model of the old church. It's an interesting challenge, for it being a real architectural piece, but sort of a reconstruction. 
Not only that, but I'm going to post my workflow of the process, and going to show you some tips.

Stay tuned for more!

2010-10-25

Electric Pole Wizard

Hiya all! Sorry for the long break - I just didn't have anything extraordinary to post. But now, I'd like to introduce you to a new project I'm working on:


This might sound a bit weird, but here is the thing: in my opinion variations in models are golden. Whenever I see a street environment in a game or in a presentation my eyes are almost poked out by the cloned models that are shouting for "hey, look, we are here, we are the same model copied". I know you know what I mean.
So this is the first asset I'd like to make - a downloadable max file, which doesn't only contain a single electric pole, but you can adjust almost anything on it for your own pleasure.
What it basically does is that I made a model, and it's skinned up with unvisible bones with are wired to the sliders (with limits of course). This way whatever you modify it always looks right.

This project is just started, so I still want to add some accessories (lamps, secondary wire holders, etc.) and other types (support beamed, junctions, etc.). But for prior I can tell something which is for sure:

This release will be for free!

Stay tuned, for I shall bring some more updates soon!

2010-08-08

Forklift rigging

I recently finished an experiment work of a modern forklift. I also made a basic rigging which I can control almost any part of it. Take a look at it here:

2010-06-27

Above the clouds update!

Hey guys! Sorry for not posting lately, but I've been rather busy. But to make up to you guys I decided to make a new habit, and it will be an update thing on this blog, showing if I put anything on my Works Display reference page (link at the upper-right corner).

So this will be the Above the clouds update!

Featuring:
B17 bomber
F16 jet
MiG31 jet
Spitfire fighter
Stielhandgranate
Novus Mundus ads

As a side note, please... feel free to comment on these posts so I know if anyone ever reads this blog. Not that I'm lonely, I just feel I'm talking to the friggin' echo... echo... echo... cho... cho... ho...

See?

2010-06-12

WIP: stuff

Sorry for I didn't post anything new recently. I just don't have enough time on my hands. So anyways, I don't think I'm gonna finish anything in the next few days (since weekday afternoons are out of question), so I just post another work(s) in progress post.

Crashtest dummy
I'm making this futuristic crashtest dummy for a possible animation demoreel actor. Something I can rig a Biped onto and make it goofing around in different situations. It's still missing a lot of stuff though, barely his head is the only thing ready on it...

Retro Diner
This will be an american style fast food restaurant. Just for some lowpoly modelling and texturing practise.

Oh and yes. As you can see Blogspot made a new pattern maker thingy, so I changed the style of the blog. My only problem is that it doesn't fit to my title picture, so I need to make another one as well. (Edit: done and done.)

2010-05-08

Marvin, the Paranoid android

I just finished the model of Marvin, the Paranoid Android


He has 1710 tris, and a diffuse, a normal, a specular, and a self-illumination map texture.

2010-05-02

Brain size of a planet

For this weekend I started making one of my favorate characters. It's Marvin, the paranoid android from Hitchhikers' guide to the Galaxy.


For now I just post a small resolution ambient occlusioned screenshot, because it's not entirely done yet. He only has it's hipoly model without any textures. I start making the lowpoly model version when I get the time.

2010-04-15

Grab your weapon 2 - Revenge of the work in progress

Whoa, almost 10 days and no new post? Shame on you, Latka! Bad Latka!
Okay, now that I made myself learn the meaning of a 'blog', I'm gonna post something I'm doing recently.


I refreshed the concept of my weapons and started making the models. So far I'm ready with the Winchester combat rifle, and the hipoly model of the Vickers heavy machine gun. (I know, I also made the Gewehr 98, but I'm probably gonna remake it, cuz I'm not satisfied with it - and also I used texture size of 2048, which UDK resizes to 1024.)

2010-03-26

Flags in UDK

I decided to make some flags for my soldier. After all, he DOES need to capture some points in the game!
So I made a model, and I put it into UDK (Unreal Development Kit). I also gave it a cloth simulation with some wind effect. Here is the result:



It's 3 skeletal meshes. They use one material and two other materials being material instance constraints. The materials use a diffusemap, a specularmap, an opacity mask, and a normalmap.

The three flags are one neutral flag, one british, and one german flag by the way..

2010-03-13

Some small update

Just a quick update. At the moment I'm sculpting our hero's coat, but I wanted to show you the current progress. Here's the model made so far:


Don't go away too far, there will be a video tutorial soon (probably this weekend, or early next week) of how I make a basic model with a basic normalmap!

2010-03-09

History of a man - from first idea 'till now

As I promised in my previous post, I'm going to write about the cartoonized soldier character.
So I once came up with the idea of a cartoonized shooter game, but I didn't quite know further details. The only thing I saw in front of my eyes were small soldiers, sorta like Cannon Fodder, but not as a strategy game, but rather as a third-person or an arena shooter game.


As time went on the project got itself a not-yet-final name, and theme. As a working title, the name Maggots sounded fair enough (I didn't want to copy anything from Team Fortress 2, so don't think this title is straight from the Soldier). As a theme to play in I started designing a WW2 atmosphere. At this time, the soldier as character was meant to be a non-player character, who supports the players, which are small tanks.


These tanks were a cartoonized versions of the Sherman tank. It has two versions, the first one is before I started working at a 3D outsourcing studio, and the second one was after this job came to an end.

Time passed by, but I soon started being not so much satisfied with the concept of a WW2 game, since in the industry there are so many WW2 based games (both serious and goofy) that I started thinking it would loose interest if I don't come up with a less shown theme. That's when I jumped back in time several years, and choose WW1. The concept was not unfamiliar with me, since several years earlier I was working for a Half-Life One Modification, called The Trenches. It was a WW1 first person shooter, but that project died because of the lack of spare time of the developers.

So, I started designing a new concept for a WW1 tense game.




You probably noticed these models only used diffuse and specular maps, and they lack of any normal or bumpmap. That's because at the time I haven't played with baking normalmaps and such, and I always remembered it as something to be a real pain in the ass. But like as I didn't suspected, I ruined something really bad. Notice the characters have too much space between their legs. Because of this I couldn't rig the models up perfectly, not mentioning my problem with biped animation not being exported properly in DirectX format I needed. So the project was resting for almost a year.

Some time ago I had a lot of spare time because of illness, and I started being interested in UDK (Unreal Development Kit). I noticed how great goals you can achieve with it, and being free never the less.
So I dust off "Maggots" and let's see what I can do - said me. But I wasn't satisfied with my old concept and old characters, because now I though their legs are also way too small. So I made a new - and by time final - concept.


The green overlines show how the same character layout can be used for both german and british (in this case scottish) characters. I also wanted to experiment with Zbrush, and use normalmaps like in old times. You already saw the work in progress in my previous post. By now I finished it, and also managed to make a german bolt-action rifle for him.



I'm quite satisfied to tell the truth, and I'm so much looking forward to actually making it coming alive.

As last words, I would mention that yes, this whole process took several years, and actually making some models for absolutely nothing, but I learned, that I shouldn't be bothered about that. I made lots of models, but I also learned lots of new techniques, and got new experiences for future models. So that's exactly what I'm advising you. If you have made something for no particular reason or wanted to use it for something which didn't turn out to be anything, then always look on the bright side, and look at the things you probably learned or experienced!

Also look forward for more stuff on this blog coming your way!

Cheers!

2010-03-06

WIP: cartoon soldier

I just finished the baking of a cartoon soldier's upper body, and I thought it would be nice to share it with you.
It's still a work in progress, I still need to paint it's diffuse and specular maps, and maybe other shader maps as well...



Some details: At the moment it only has some specular and glossiness levels set to it. The lowpoly model (in the picture) has 2758 tris, the hipoly that was baked on it had more than 1,5 million. (It contained also the legs, but I don't need it at the moment.) The hipoly model was sculpted using Zbrush, the lowpoly was modeled and baked with 3DS Max.

This post was just for eyecandy, as soon as I finish the upper body completely I'm going to show you the result!
I think I also make a post about this cartoon soldier in more details and a little history, because this isn't the first version of it, so stay tuned!

EDIT:

Well, it seems I finished it the same day, so I won't make a new post just for it, so here it is:

 

History post still stands, so keep your eyes peeled! ;)
Cheers!

2010-02-25

R.A.L.P.H.

Just to show you what to expect, here is a model I made for a friend of mine more than a year ago. He was planning to make a RTS game, and he asked me to make a lovable robot character which would function as a worker unit. I came up with the Repair And Lifting Practical Helper - R.A.L.P.H.



Yes, it might look like a cheap Wall-e ripoff, but I tried not to copy it entirely.
I don't know what else I can tell about this one, the goal was to make the model with normalmap and specularmap and as lowpoly as possible.
Well, I think this model was nice enough to show you, there will be more coming soon. As a closing of this post, here is another picture of an epic R.A.L.P.H. battle. :)