27.1.09

Mirrors Edge 2D
















hi, ever played mirrors edge? did you like it?
if so, i have a very ambitious project for you, that i found by strolling through the wiki entry of mirrors edge.
it's the mirros edge 2d browser game.
very cool. a bit tricky to play, but the learning curve is similar to the full 3d game.

see it here http://www.bornegames.com/mirrors-edge-beta/

and this guy made this game

17.1.09

Procedural materials in 3dsmax

hi. currently i'm learning 3dsmax procedural 3d maps.
since now, i always painted my texture maps. as it is usually used in the game development.
but in the movies it is everyday buisness to use parametrical setups and rigs to achieve a higher production speed and keeping the work modifiable at the loss of quality. since not all props must work in close up there. so it MUST also be usable for us gamers in some way.

i want to compare the workflow of movie 3d artists to my (gameart, so mainly paint textures) workflow.
i just made some tests, and the bake leads to absolutely NO seams. which is pretty amazing. so i think, if i produce some base 3d maps, which i can use over and over, i will save much time in the end, even if i paint them over in the end.

anyway currently its just an experiment, and its inpired by a friend who works for the movie industry. but i will push it further, since the first attemps are promising.

in the first place, i want to create concrete blocks with rebars sticking out of it, since i could use these props in a gaming environment for a friend of mine.

i tried some procedurals on the rebars, that should stick out of the concrete.

the speculars are not really cool and perhaps i should let the grey parts be convex in their orientation, so that they look like concrete, that still sticks on the rebar. but that is easy once you have it set up.
left to right:
1. highpoly, 2 shapeless only shader 3. baked on lowpoly with normalmaps
the baked maps are ~1024x256


























this last pic, is another shape of a rebar. one that is more commonly known as a rebar.

and here are some pics of a currently painted concrete block that i also want to create with procedurals




































here are some related threads, that i started:
@ CG Talk
and
@ Game-Artist.net

and here is the max 2009 scene, with a part of the rebar and the material on it.

11.1.09

Modeling dunes in 3dsmax with Patch Grids






here is my promised desert dunes video tutorial
have fun, and excuse my bad english

.
His this is an old video about modeling and mapping 3d dunes in 3dsmax

you will learn about patch grids,
using the smooth modifier,
setting up a blend material that blends 2 textures by vertexcolor
and also setting up a simply fog for rendering

check it out!
sascha henrichs

click here to download

10.1.09

Frankfurt January session finished

just in this moment, the lecture at Games academy in Frankfurt finished.

here is the finished work..and how's that...it's a sword!... :)
it was a concept from www.andreas.blicher.info
here is the pic
unfortunately he has no email on his site, for that we could contact him..

as always, just raw texture work.

8.1.09

You suck at Photoshop

in the meantime, i have some candy for you..
found this some time ago, and its worth to spread around!
this is from Donnie Hoyle, and he worked out a couple of photoshop tutorials in a very weird way.

there are many more of the tutorials in his channel, and they are very very funny :)


not time at all

hi, i just promised tutorials some time ago. but we have a couple of milestones to deliver a piranha bytes, so there was no time at all, to do them.

i made an attempt to record a video tutorial on the "making of dunes"-topic and everything went fine but the image quality of the captured data...so i have to re-record it..

anyway, currently i'm in frankfurt at the games academy, teaching the GD_II_08_FFM course in basic modeling.
greetings to the new students

so long