This week was a roller coaster. For the start of April, we had lots of plans on really pushing our blog and development forward.”
The holiday just before the weekend allowed us to have TONS of free time, that was really nice, Guilherme could make lots of models and maps, while I worked hard on the AI. Continue reading →
Puns apart, since I started to make game assets, Mudbox became a primary tool on my workflow. To be honest, I’ve only made a few game models so far, If you look into my portfolio you would see a bunch of high-poly renders that surpass the 5.000.000 poly count barrier, so this is really new for me, and I’m really LOVING it, every day it’s a new lesson, and I feel compelled to share with all of you the knowledge that I acquired, that’s the reason why I have made the earlier article on scanned assets, and I’ll be releasing a game pipeline article on CGMasters in a few days, so I’m really excited to share my adventures on the low poly world with you, and speaking of it, here’s a candle model I’m doing for our game, as my first environment in todo list is a Graveyard, how cool would it be to have some candles melting into the tombstones? That’s what I call mood, damn.
So I just started with a very
ugly raw base mesh to work further on Mudbox. Continue reading →
Hey guys, a while ago Bart from Blendernation asked me if I would be interested in writing a making of article for him of my Dark Portal render. Well… discover it yourself
This model was also the winner of CGSociety’s Hardcore Modeling Challenge as Best Model, Best W.I.P and Best Environment 😀
Way more cool articles on the track, stay tuned!
Here at the studio we are always looking into new ways to do things, and as I’m working on some graveyard assets for Arena at the moment, I thought it would be a cool idea if I could just go to a cemetery and scan some statues to use as a base to start my models. Starting everything from scratch is cool, but when you need a huge amount of assets with a huge amount of details, you’ll have to start looking for other ways to provide quality content in time.
So here’s the deal, you can start your organic models either sculpting it in a app like Zbrush, or you can take a scanned model as a starting point of your high poly mesh. The first option is nice if you have enough time and good-fast sculpting skills, though in either case, you’ll need a solid organic modeling background, anyway.
(unless you use decimation, CHEATER!)
I ended up deciding to use a bit of each, not least because it’s not everyday that we found a 10-feet goat paw demon statue in a graveyard, unless you live in Norway (hail satan).
As a proof of concept I decided to make a ancient asset using a scanned model from Abby Crawford, a archeologist with amazing scans on Sketchfab.
In this article, we will be going through the steps to create a asset using scanned data, and with some useful tips to suceed on it, so without furter ado, here we go:
Continue reading →