Monday, 22 August 2016

Thursday, 18 August 2016

Ayleid Ruins - Update 1 - Grass Test

Just a simple test of grass for a bigger scene I've been working on. Modeled in Maya/PaintFX and rendered with mental ray.



Tuesday, 28 June 2016

Launch of Art Exponent Store

Hi all,

I've been working for a while on preparing a few cool resources that may come in handy.

The store features:

  • Ultra high-res HDR environments for accurate lighting and  reflection on your models
  • Unique royalty-free reference imagery collections for photobash
  • 3D kitbash, resources and entire scenes 


..more is on the way.

Go take a look!




Saturday, 28 November 2015

Fusion Reactor - Update 1 - GPU fun

Really fun project to work on that was resonating in my head for a while. Modo + incredibly fast Octane Render.


More updates coming!

Monday, 7 September 2015

Thursday, 20 August 2015

Tuesday, 4 August 2015

Updates, updates.

A few dioramas this time. Desert was just a random test with World Machine and Mudbox for texturing cliffs. The ship deck is a visual target for Hyperborea's walkable area.






Thursday, 9 July 2015

More Landscapes

I wanted to give Terragen a shot and it turns out it's better and more sophisticated than I thought. Though Terragen -> game engine workflow is rather rough around the corners, it is possible. The two low res renders below come from a free version but something tells me I will pick up full one soon!

Terrain / clouds / atmosphere are fully procedural. Color and contrast adjustments in post.





Next one is a collection of random alien landscapes done just for pure fun and exploration.

World Machine and GeoGlyph mix: 










The last one is a mountain based on awesome tuts from Iri Shinsoj  - crazy talented terrain artist.




Monday, 18 May 2015

Hyperborea - 03 - Stormy stuff finally in motion!

Doing some progress on the vista but Borealis ship deck itself is still heavy Wip.

The clouds are mostly 2D planes with UV mods, panners etc. haven't tested it in Oculus yet. May turn out that flat planes won't give enough depth and I will have to sculpt the major cloud shapes in 3D as initially planned.

Ocean motion is propelled by a vertex shader with a little help of tessellation (minor waves and global noise). Rest is UV mods and panners as well.




Wednesday, 8 April 2015

Gwendeith

Another UE4 speed landscape. Lots of issues there but it was a nice break from hard surface. Had a lot of fun testing out GeoGlyph. If you are interested in World Machine, make sure you check this set of macros. These are pretty powerful.

hires

translucency

color

Hyperborea - 02 - Big time hard surface

So that's the result of the last three weeks with lots of other stuff going on. 

Did some rather tough bakes, tested a lot of new stuff and have to say Marvelous Designer is quite literally marvelous. 

Also, started on scene's master shader in UE4 and tested out some tricks to save texture memory.  






Very heavy WIP for Bathyscaphe









Saturday, 14 March 2015

Hyperborea - 01 - Doodles of an overexcited fanboy

I had this idea resonating in my head for quite a while and I always wondered why there are so few Half-Life inspired environments out there. Time to rise the (crow)bar!
  
At the end of Half-Life 2: Episode 2 we have seen a sneak peak of Borealis - mysterious icebreaker that disappeared from Aperture science laboratories and was captured by the Combine. Here's my initial concept which is basing on Valve's leaked concept art for Episode 3. #HL3 #IWantToBelieve


Block out in UE4 with paint over:
  



My goal is to recreate the bow area of Borealis and make it run smooth enough to support a walkthrough in VR.    

I'm still in concepting phase and have the front vista to paint over but here's a small prop I made while messing with DDO.
  



Please do let me know if you have any questions or suggestions.


Disclaimer:
Some of the assets I used to block out the concept come from UE4 samples and belong to Epic Games
Intellectual properties for Portal and Half-Life as well as the original concept belong to Valve
This is a non-profit project and copyright infringement, of any kind, is not intended.


Friday, 6 February 2015

Photogrammetry Test

I took a few photos during my trip to New Zealand with photogrammetry in mind. The outcome is far from perfect but I've learned a lot about the process already. More shall follow!

Used: Canon 1100d, 123D Autodesk, Keyshot, Maya, Zbrush, NDO, 3DO





Thursday, 25 December 2014

First steps in painting

Inspired by great Gumroad series by James Paick, I motivated myself to start painting finally. 

In regards to old rule: never post your first works online, keeping it here just for the record. Yeah, they are terrible but I think they work as thumbnails :) 

+ props for great and free brush pack from Mathias ZamÄ™cki 



Saturday, 13 December 2014

Stormy Ambience Study II

Last one for speed composition series. It was a fun ride, this one took 10h but uses some pre-made pieces from UE4 demos.



Wednesday, 26 November 2014

Dark Fantasy Study

And another speed scene in UE4, dropping time lapse as well. Hope it helps guys. There may be some confusing stuff in the vid but feel free to shoot me a message if anything is unclear.

Had some fun times with fractal trees too. I will probably do more videos on fractals in the future.




Wednesday, 19 November 2014

[UE4] Screen Space Projected Texture

A post process material that allows for projecting a diffuse texture along world Z axis.

Environment by Epic Games



It's far from being perfect, as it uses desaturated version of underlying materials in order to blend in the light. I will update this post once a workaround emerges.

What it's good for: Speed prototyping, Potential theme exploration for a scene.

What it's NOT good for: Standard game production. It projects on top of everything including dynamic objects, weapons, characters etc.


Switch material domain to post-process and copy-paste the nodes:

Wednesday, 5 November 2014

Swamps/ Organic Study

Another mock up in UE4. 8h so far, need to spend more time on the tree models... 
More shall follow.