23.1.12

Game art student bullfrog

hey, i also submitted a game art student bullfrog quote, and they created it on their page hrhrhr ;)
ok never mind the typo

see it here on the original page

19.1.12

Shotgun Concept for course Art_II_2010

i made this concept of a sci fi shotgun during a gun modeling session at games academy with course Art_II_2010.


still i find the handle very clumsy as also some of the deco elements. i'm not that good at shading, so it was also a metal shading lesson for me.
anyway for some reason it has a flag in the background, which i stole from the net.


15.1.12

1st school4games workshop result

it was a wonderful basic modeling workshop.
we modeled an assassins creed sword.
was not really enough time to go into texturing that deep. in fact a day was missing for covering this in more detail.
here is the result:



we used the concept from this site:
http://assassinscreed.wikia.com/wiki/File:Artwork_Yataghan_Sword.jpg



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11.1.12

tutorials gone

hi mates, i know it's ages since i posted my last tutorial, but i had 2 nearly finished ones on my disk.
that disk, that crashed some days ago... all is gone.. the axe tut as also one on making a siege bow..
that's a couple of damn shits...

2.1.12

Yes, but how many polygons? (via Rick Stirlings "rsart"-Blog)


Rick Stirling wrote an article about polycounts that are used for ingame assets.
it is an eyeopener for all beginners, but also professionals.
since some of us might work for ages on the same platform, it might bring you some insight for other platform polycounts.

check it out, click on the picture or the link!




23.12.11

Art_I_2010 lighting challenge

we made some mental ray lighting exercise with a model we created in another course.
the blog post for the other course i will post later, when i finished the piece we started there

here are some pics from the students from the rendering course. see my approach as the last picture

(Svenja)
 (Tom)
 (Oliver)
 (Benjamin)
 (me)

26.11.11

art_II_2010. Lava landscape.

in 2 days we made this lavalandscape in UDK. the first part of the lecture was about setting up shaders (the lava shader) in UDK and sculpting stones.



after that each student got a task to do some assets for the scene. one task was: understanding and setting up a sky and distance fog in udk, one task was to create textures, one was for creating stones and so on.
we also had a golem and sound and great looking particle effects in there.



particles and lavashader were animated. there was also heat flicker particles.
every student had to do his own research on how to solve his tasks in UDK.


we even had a student who managed to create and implement a great background sound that underlined the presence of the lavastream and the lava fountains.
anyway there was not enough time to tweak textures, lighting, environment colors and objektplacing


but after all a very fun lecture and a great effort for two days.

24.11.11

Art_I_2010 Medieval Axe lecture

yeah..we only had one day. therefore we took the infamous axe..
sculpting and painting fun in mudbox

17.10.11

Art_I_2010 Leveldesign

nothing fancy here. we had a leveldesign class and i forced the students to create some "fast" and rough assets to play with in the UDK. here are some examples.
sascha

we had only one day and a 3/4 for making assets and create some scene with them. the other quarter of the day was used to see how speedtree works.
sarah
the landscape and houses were also all done from scratch. we only used some few assets from UT
kevin
the task was to place objects in an urban area. there were some placing rules they had to follow and it worked out quite good.
also it can be seen, that weather and atmosphere effects are essential for a believable scene
tom

23.8.11

new tut coming ahead - medieval axe for ingame use

[Update]
The vids are done, and they are an amazing length of 7:45 hours. o_0
so i'm sorry. the editing will take a while. i don't want to go over 1 hour or so. maximum 2 hours.
but the most of the work is the voice narration. since i do this always afterwards.
cu l8er

video


[/Update]

a new tut will be born next month, this tut will be much longer than my other tuts.
and it will cover the complete creation of a medieval axe for ingame use within mudbox and 3dsmax and baked with xnormal. also using ptex inside mudbox.
unfortunately the preview video is very low quality. see the below mudbox render for a detailed look at the NOT finished axe. in the end there will also be some fabrics around and stuff. for sure the surface qualities cannot really be displayed in the still.


it will be the first tut i will sell for a dime. but it wont be much more than a donation of 5 bucks and it can be bought via paypal. so don't fear i'm going nuts on bucks ;)in exchange you will get valuable hints for sculpting ancient hammered metals, creating the speculars and blackened diffuses and also some additional tricks about sculpting wood. and also a complete workflow from basemesh to final ingame mesh, but that won't be something new to you.
so i hope i won't piss you off mates! see u in hell!

video

10.7.11

Art_II_2010 Floorpanel

[UPDATE]
 i smashed some geometry features into the floor panel. it works way better now
however, now it could even use some more geometry over the lights.
here's the pic..

[\UPDATE] 

all courses have to go through it: floor panel creation.
and yes this panel would need some 3d features in it to be a cool panel.sorry for this fail.
all in all not a very satisfying result 
anyway for the sake of completeness i will post a screen of it
here it is in the same environment like the last panel.
i planned to make a panel with tracks for vehicles, but those tracks should also have a 3d representation and not only some normalmap features.
also there's lack of dirt in the diffuse. especially in corners and cavities.
so when your 3d features in a floor panel are very prominent, then better use a unique 3d mesh for it instead of only a plane.
 



26.6.11

Yet another floorpanel .. Art_I_2010

yeah a hardsurface modeled floorpanel that is in 3dsmax and in UDK
diffuse, spec, normal, selfillumination
UDK scene spiced up with some models from the udk package. only the floor panel was selfmade



painting was the fun stuff!
again we made the treadplate only in photoshop. the rest was baked. used plenty of floaters and baked their AO seperately





3.6.11

Bunker P-24 with Art_II_2010

another one. now pimped with rebars, which i made afterwards. not enough time in the lecture again.
anyway. the rebars are now 5 sided but could easily made 4 sided without much loss of shading.


3 sided is difficult when you do not bake it..well i dont even know if you could bake a round cylinder flawless onto a 3 sided cylinder to fake its roundness. it should be no problem but i remember some difficulties when trying this ages ago.



also this prop screams for debris and broken concrete parts dangling on the rebars. the destruction comes not very believable without that.

15.5.11

Bunker-P23 made with Art_I_2010 Berlin

jo here is another bunker. unfortunately no rebars and rubble..time slipped away.
was only a 2 day lesson.
I used the xoliul post shaders the first time, and overdone everything :D
oh and don't do that at home, that was a "sculpting and baking" lesson to show how to sculpt cool concrete features and use xnormal.
we sculpted a whole bunker and baked it to a 2048..
question: "who would do that in production?"
answer: "no one."

2.5.11

Saloon Room in Art_II_09

this scene is made by the course ART_II_09 i made nearly nothing for it. the students made all the assets.
though many of the assets are fairly simple, it was a fun course and we can be proud for realising a nearly complete scene in 2 days of lecturing. started from zero.
we also brought all the assets into the UDK. but static lighting was too much for me. i got some really bad errors..so here only an UDK editor shot.

17.4.11

Storeroom

this one was done during the last lecture by me while students worked on their assets.
i will push this scene a bit further. got some drive on this. perhaps i'll put it into UDK
 currently only mr render. only final gather with some glare.
i made heavy use of supporting edges and used only tileable textures with bumpmaps,
ah and of course a dirtmap
ah this was the reference pic. it's taken from indecay.com

16.4.11

Art_I_09 Asylum Scene

the purpose of this lecture was to give every student an asset to create and then smash all those objects into one scene (the room was also done by the students) and see how the textures and the colors behave and work together.
surpisingly most textures worked without much color correcting.
so nearly all assets were done by the students!
the main goal of this lecture was only a shorty, since i wanted to show how to color- and contrastcorrect textures after you get a bunch of them from different people.
unfortunately the screegrabs are quite dark.
i only created a cardboard box, a cupboard and some planks in a rush

23.3.11

Vray Lava Shader Animation

here's the promised animation.
one electric noise in there is animating too fast, but i was too lazy, to chase him :)
so here it is

it has also a mesh displacement componentand is it's fully procedural.it uses also the blurs' "electric" map.
rendertime is long. a 640x380 frame is about ~5 minutes with medium quality rendersettings. because the procedural maps use much computing power.
there are still much flaws in there. but was best i could achive in that limited time back in the day.

i do not claim that this material or scene and rendersettings are very rendertime efficient.
ther could be some major flaws in there. textures of the rocks not included.
however i put the blurplugins and the warp texture into the rar file.
these are made by Blur and John Burnett
you need to install them, and of course you need Vray


Lava Vray Shader - from the "Risen"-Outro

yeah, i just found that in my backup folders. it's a shader i made for the "risen"-game outro.
its full animated and all. i will post an animation later and the shader later.

13.3.11

3dsmax Basics Tutorial - Solving the Preferences

hi finally a new tutorial.
it is another shorty with 10 minutes.
check it out, if you want to learn about basic settings in the 3dsmax preferences.



target audience:
-3dsmax beginner
-game artists

coverage is:
- 3dsmax preferences
- 3dsmax Main UI and Navigation
- Units

preferences for high quality rendering are not discussed.
cheers

Modeling a "Beijing Stadium"-like structure - Birds Nest

yesterday i wondered, how to model the beijing stadium

but after trying i didnt find the solution by myself :/ so thats what you get with 12 years industry experience..lol...then i found this brilliant tutorial by simon moire check this out!
http://simonmoir.blogspot.com/2010/12/design-by-many.html
i tried it and this is what came out..all a bit sloppy but the technique worked.
i hoped for a more accurate solution but you will learn something about nurbs, surface deform modifier and shapes. so interesting enough to give it a try!

9.3.11

Worn out metal surfaces in Mudbox

An example of old metal surfaces, sculpted and painted in Mudbox. specular made with photoshop.



You see the main effect is achieved through the specular map which basically masked out the rusty areas on the metal. just take your diffuse and darken the red rusty areas so that they wont display any specular effects. then desaturate and lower its brightness. then save this as your new specular map.
I plan to create a short tutorial on creating forged old metal surfaces. sculpting and texturing.

30.1.11

just another cave session, Art_II_09

cave entrance lecture flavoured with UDK import and speedtree. course Art_II_09
the cave entrance was modelled with support edges around the corners, for that one smoothgroup could work on it.
2 materials used with 1024 textures

this technique is a bit more poly heavy but allows good use of tilable textures with 1 smoothgroup and preservation of shape inside the modeling structure.
however it would do better with more deep mesh cracks in it and here and there more geometry to give shape to the main features, since they are really blocky.
this particular location wouldn't be finished until smaller rocks, grasses and trees were added.
wire
realtime viewport shader

the UDK part, however, is noobish again since i got no good looking outdoorlighting.
its not that easy. i really got to learn it...
speedtree editor was taught and speedtrees were also imported.

all in all i hope it was a relaxed and nice lecture not only for me :)

9.1.11

Changes


WHOAA !!!! new colors, new shape and all new and all awesome..
 and the best comes right now!!
NEW FANCY RATING BUTTONS!!!


i can see you going wild on this right now and you cannot wait for new cool stuff coming for you to rate..
but meanwhile waiting for my crazy updates, how about leaning back and taking a nice calm look at all the older posts and rate them! they will like you for that!

so guys and girls, see you in a while with more new and kewl blogposts!!!
i wish you all well!!! cu!