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Archive for the ‘Environments’ Category

Hotel #02 wip02

February 7th, 2011

New update of my second hotel. I love the Art-deco style !
As you can see, I’ve already textured the door, it’s because I first made the normal map for it, and I wanted to see it finished ^^ (1×512 diffuse, normal, specular).
I’ve also placed the Material IDs.

11,299 tris.

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In : 3D, Environments, Vice City Project
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Hotel #02 wip

February 4th, 2011

I started the second hotel of my “Vice City Street”, here’s a little WIP. The main door is only a plan with a normal map and no texture at the moment.

5,930 tris.

PS : I always place a biped to see if the proportions are corrects 😛

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In : 3D, Environments, Vice City Project
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Vice City hotel #01

January 31st, 2011

The first building for my “Vice City project” is finished, here it is :

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In : 3D, Environments, Vice City Project
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Vice City Hotel WIP

January 25th, 2011

Okay, as I’m working on a very big project, I will try to post updates more often than usually. So here’s a work in progress of my first hotel (Hotel Casanova IRL). The modelling is nearly finished, just some more details to add and I can go for the texture.
The Hotel alone is 14 628 tris at the moment. More soon.

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In : 3D, Environments, Vice City Project
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My tribute to GTA Vice City

January 21st, 2011

I’m a big fan of the Grand Theft Auto series, remember ?
Okay so, each fan of this series must know that chronologically, after Liberty City, it has to be Vice City in the next game…. So GTA V MUST take place in Vice City ! If not… I think it will be a disaster for the fans :p
Considering that, and the fact that I’m looking for a job (environment artist in video games !!!) and also the fact that I’m a huge GTA geek…. I told myself I could create a part of this “next-gen” (or current-gen if you prefer) Vice City. So for the next few weeks, it will be my main project.
Here is my first work in progress. I’ve made some basic props like a fire hydrant, street signs, traffic lights, trash bins, etc and also a lifeguard cabin for the beach 😉
This picture is just a 3Ds Max viewport screenshot so there’s no normal map.
Stay tuned for more, I hope Vice City fans will like it !

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In : 3D, Environments, Props, Vice City Project
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The Number 23

November 19th, 2010

I was very inspired by 100 Abandoned Houses and I decided to do this facade.
It uses several textures (diffuse, normal, specular, self-illu) and it’s 2,186 tris. 3Ds Max Default Scanline render.

Also a particular version of this facade :

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In : 3D, Environments
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Unfinished stuff

November 15th, 2010

Here is a page were you will find some little things I’m not satisfied with, abandoned stuff, etc.

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In : 3D, Environments, Props
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“Good news everyone !”

October 29th, 2010

This time, something completely different from what I usually do : a “cartoon-ish” scene from Futurama, a reproduction of the Planet Express building !
It’s 16,634 tris, it uses several textures from 256 to 1024 (only diffuses and one alpha -for the antenna) and is rendered with Mental Ray using the “contour” option to have a cel-shading effect.
Hope you’ll like it 😀


Open in new tab to view full size.

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In : 3D, Environments
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The sewer

October 6th, 2010

My latest scene. This is a render from 3Ds Max with default scanline.
I made several textures from 256 to 2048px, with diffuse, normals and sometimes self-illumination or alpha.
Smoke, fire and water are juste planes with alphas.
I’m not really satisfied with the appearance of the lights, but it’s always a problem for me (and with default scanline it’s hard to get something realistic).

24 900 tris.

Edit : I tried a little (a lot) retouching with Photoshop…

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In : 3D, Environments
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A tribute to GTA

August 2nd, 2010

Here’s a scene I’ve made with a friend (Aurélien Bayonne). For us, it’s a “tribute to Grand Theft Auto” because we are really big fans of this series of games, and we created the scene in a way it may be in a GTA : lots of objects with low details but various and colorful textures, to create a realistic scene with as few polygons as possible. Each object is individual, with its own textures (from 128 to 1024) for a total of 25 059 tris.
So, here are some “beauty shots” (=> screenshots from 3Ds Max Viewport with Hardware Shading and Ambient occlusion enabled, no retouching) and some views of the scene in the wireframe mode, without textures.

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In : 3D, Environments, Props
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Provencal village

January 31st, 2010

This is part of an exercise I made with my classmates. We had one week to create a little village of Provence.

Church

2 308 tris
4×1024 (diffuse, normal, alpha)

House

764 tris
3×1024 (diffuse, normal, alpha)

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In : Environments
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Diving board

January 31st, 2010

A little scene I made for training. (Inspired by a photograph of Pripyat)

2 103 tris
2×2048 (diffuse, normal, specular)

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In : 3D, Environments
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Unearthly Challenge 2009

November 29th, 2009

Recently, I’ve participated to the Unearthly Challenge with two friends : Quentin Gardiennet and Laurent Dessart. It was the first time for us three and we’re quite proud of the final scene. Though, we’ve had some problems to put it into the Unreal Engine, so we just have some 3Ds Max viewports screenshots :(.

Here is the #1 “beauty shot” :

And some objects I made :

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In : 3D, Environments
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Public Works

October 11th, 2009

Here is a little exercice I did rapidly. I used 3Ds Max to model, Photoshop to texture, PixPlant to create normal and specular maps from my diffuse, and rendered the whole thing into the Marmoset Engine (I discovered it thanks to my teacher Vincent). I like this soft because you have a realtime rendering with different effects… but sometimes the blur looks bad. But it’s still better than the 3Ds Max default scanline !
The scene makes 1131 tris and uses three 1024px maps : diffuse, normal and specular.

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In : 3D, Environments
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Maintenance Area : final

September 3rd, 2009

Since now, my blog will be entirely in english, in order to be understandable by more people.

Now, here is my last scene finished.
5,062 tris.
2×2048 px diffuse
1×2048 px normal
1×2048 px alpha

You can see the diffuse maps and a wireframe here.

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In : 3D, Environments
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