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created raul's envirioment busts
on 01-08-2012 09:32 PM
I decided that instead of doing full blown out enviroments. To do small "enviroment" pieces on a pedestal. Ive seen a few around here that did that, so that encouraged my idea a bit more. The main goal is to get a hands on materials and techniques. Materials meaning, being able to make metal look like metal, wood like wood, so on and so forth. Giving me a chance to get my hands dirty with many things. But enough talk, check out my 1st bust.
A little info, i did the high poly for this a few months ago. Then kinda let it die. Then this weekend decided to just get it over with and make it into a game assets. And no, there are no modular pieces on this. No there are no fancy shaders either. Its all photoshop and marmoset and some patience. The future i will put a little more thought to the modularity side of things. And maybe be brave enough to use Unreal. But for now i want to keep things plain and simple.
http://raparicio.com/images/environm...ust_boiler.jpg
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, polygon,
662 Posts,
Join Date Mar 2009,
Location Dallas, TX
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Looks pretty cool! Reminds me of RAGE. I think my only issue is to know the scaling of the character. If the ladder is good, it's kinda strange to see wood plate that huge.
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, polygon,
612 Posts,
Join Date Aug 2010,
Location Montreal, Qc, Canada
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mmmmmm... sexy and yes. VERY rage like! ;)
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, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
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dig the rust man! Sexy stuff!
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, polygon,
663 Posts,
Join Date May 2009,
Location Coral Springs, Florida
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Looks sweet, I have to say it's hard at least for me to judge the scale of this, it looks smaller than what it's supposed to do.
And I think the concrete seams to dark and shiny, makes it look more like metal.
Oh, and the camera text from toolbag is showing ;)
Other than that I love it, hope you can knock some more out soon 
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, polycounter,
1,097 Posts,
Join Date May 2010,
Location Norway
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Really fantastic detailing. If you worked on the specular to really differentiate those material types more, it'd just sing.
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, spline,
161 Posts,
Join Date Jan 2009,
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nice texture work....... love it!!!
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, spline,
110 Posts,
Join Date Apr 2009,
Location Pasadena, CA
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Thank you all for the coments!
Started a few new pieces, will upload more presentation shots later on. But for now ill leave you with this.
This time around im trying to use the unreal engine, to create some kinda abandonded hallway. My goal is to get comfortable with the engine and get stuff in there pimpin
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, polygon,
662 Posts,
Join Date Mar 2009,
Location Dallas, TX
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Love those hand painted textures! That sofa is so stylized!
Congrats, and keep on kicking ass! Good luck Raul.
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, dedicated polycounter,
1,827 Posts,
Join Date Aug 2007,
Location derp land
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hey raul, awesome stuff, subscribed to the thread 
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, vertex,
45 Posts,
Join Date Jun 2010,
Location Montreal
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Yeah, very nice textures 
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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HP + mLichy - Thank you! I go in a trace when i texture  ..
HP - yeah, man i found a bunch of reference before starting modeling stuff. When i saw that couch, i dunno, the modeler kid inside of me just itch to play with it!
hugo - thanx!
Alright, so my last post was pretty brief. I felt kinda lame about it, explain a bit more what im trying to accomplish a bit more in depth. They say pictures speak for themselves so here is a compilation of my main reference. Should give you an idea of what i wanna do with the hallway.
So the room at its current state :
A shot of the props i have modeled and imported into udk so far. And if someone would tell me how to make the wireframe show on top of the shaded model i would love you forever. As i wanna show that as well.
The other thing i wanted to point out, and maybe get some tips on. Is that i am currently using Modo. It seems that from Modo to UDK using the .ase plugin you have to save stuff with a smoothing group of 89. Which is confusing to me as im used to always using one smoothing group. So the work aroound acording to ben apuna's tutorial is to detach the meshes before export and that seemed to have fixed things for me.
Most importantly, i wanted to say thanx to Jeremiah_Bigley for sending me his awesome master shader and some other bunch of video tutorials for shaders. JJ, you rule!
some textures
some of the sculpts

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, polygon,
662 Posts,
Join Date Mar 2009,
Location Dallas, TX
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Every thing about this is amazing but damn your textures are so so good! I look forward to more!
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, polygon,
691 Posts,
Join Date Feb 2010,
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Always been a fan of your work glad to see some new stuff. The textures and sculpts are very well done. I'm curious to see what the low poly for those walls look like. Keep up the good work.
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, triangle,
339 Posts,
Join Date Sep 2009,
Location Atlanta, Georgia
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i found this a couple of months back this may answer the wireframe question unless there is a better way that i am not familiar with.
http://blog.environmentartist.com/?p=724
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, null,
1 Posts,
Join Date Dec 2010,
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Aww thanks man  But credit goes to ryan for teaching me :P
And Slick stuff man! I love the textures on that couch. I can tell you learned tons when it comes to the texturing side of things.
Just a couple of things bothering me. The amount of space wasted on the couch texture. Probably could have cut seams along the natural seams in the couch and maximized the texture quality in whatever size you are using. The only other thing was the, what seems to be, the cavity on your wood. You could also probably offset the wood so that it tiles better. So you don't get that seam at the end of every plank.
In any case... awesome stuff man. Keep up the good work.
Edit: like this! 
Last edited by jeremiah_bigley; 01-18-2012 at 12:32 AM..
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, polygon,
663 Posts,
Join Date May 2009,
Location Coral Springs, Florida
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Really like the presentation of ur assets! Very nice and tidy texture work as well.
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, line,
74 Posts,
Join Date Jan 2011,
Location Vancouver
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Great work, I love the detail you put into your textures.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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Reminds me of the Max payne Hotel level bit :p
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, triangle,
294 Posts,
Join Date Nov 2010,
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Free_Fall: Agree, It does look like some of the levels from max payne 2, love that game 
Great work raul, a lot of detail in the sculpts that I did not notice at first, good work on that checker material ;)
Looking forward to see where this ends up, are you planning a big scene or keeping the view you have in your first shot?
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, polycounter,
1,097 Posts,
Join Date May 2010,
Location Norway
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Such a cool idea. I've been doing a lot of single props lately. This is a great mix of single props and full enviros. Really nice work so far.
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, veteran polycounter,
2,924 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Hey, you should just export as -fbx instead and it will work with smoothinggroups from modo.  Also used to use the .ase exporter :]
Love the idea of small environments like this  The walls look really ace sofar! And put some more props in that chairs texture, this is not idtech 5! ;D
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, dedicated polycounter,
1,445 Posts,
Join Date Aug 2007,
Location Uppsala, Sweden
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Awesome sculpts,textures and material definitions!
Edit:heh snefer alredy mentioned the use of fbx exporter.
Last edited by igi; 01-18-2012 at 06:39 AM..
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, spline,
246 Posts,
Join Date Jul 2008,
Location Gaziantep, Turkey
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I'm keeping my eye on this! 
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, card carrying polycounter,
2,249 Posts,
Join Date Jul 2009,
Location Irvine, CA.
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awesome thread Raul!
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
2,253 Posts,
Join Date Jan 2005,
Location Austin, TX
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