Empire State Building clock/compass
Hi all, here’s a quick exercise, wanted to model something quite detailed and Art-déco related so here it is!
I’d like to thank hecestmoi (on DeviantArt) for sharing cool architecture photos, really inspired me here!
Little anecdote: I couln’t find the appropriate font so I made the numbers and letters myself…
Done in 3Ds Max and “rendered” in the CryEngine SDK.
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In : Props
Mailbox
Bus shelter
Here’s one more “prop” for my big Vice City project.
736 tris.
1×1024 (diffuse, specular, alpha).
Also a little bonus, the original version of the “Visit Liberty City” poster 🙂 I made a panorama of the Statue of Happiness in GTA IV and used it to create the poster.
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In : 3D, Props, Vice City Project
My tribute to GTA Vice City
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
(update) Fire Hydrant
Hey, I’m back 🙂
This time I wanted to make a good quality prop so it’s a little too hi-poly to be in a game, but I still like it !
I used 3Ds Max to model the low poly and high poly versions and the Mudbox/Photoshop combo to texture.
The picture is a realtime screenshot from 3Ds Max viewport using Xoliul’s Shader.
Update : I’ve used the hi-poly model to make a low-poly version, because nearly 3,000 tris were far too much. Now it’s only 1,006 tris and uses 1024px textures (diffuse, normal, specular).
Screenshot from 3Ds Max Viewport with Xoliul’s Shader.
Wheel
Unfinished stuff
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
Rock’n’Roll !
“Those boards don’t work on water…
Kaboom !
To change from rocks, here’s a big old bomb !
Modeled in 3Ds Max and I painted the base texture in Mudbox to avoid apparent seams. And the rest of the texture is Photoshop as always.
2158 tris
1×2048 (diffuse, normal, specular)
Screenshots from 3Ds Max viewport with Hardware Lighting and Xoliul’s shader.
[Update] Mudbox and some rocks
I was working on a little scene about Halloween, but I discovered Mudbox… so the scene is on standby for now.
So. Mudbox. Hmm, I already knew ZBrush but I’m not a very big fan of it. Not so user-friendly, very dark, not easy to handle for a beginner. So I tried Mudbox after having seen some good tutorials from Sascha Henrichs. First, I tried his tutorial about “procedural rocks” with 3Ds Max : the first part is about creating the rock with some modifiers, and the second part is about unwrapping and then texturing the hi-poly rock in Mudbox. Unfortunately, the third part is not yet available.
So here’s a preview of the rock in its current state (more than one million polygons…) :
I really like this technique because it’s more “random”, so more natural (because nature is totally random). It’s also very fast to get something looking good. The main drawback is the fact that you don’t entirely control the process. So if you want to create a specific stone (like for example the famous rock formation of “The Lion King” :p), you’ll have to sculpt it with ZBrush or… Mudbox !
I like Mudbox because it’s really user friendly, clearer than ZB and you can use it just by guessing how to do. So, here’s the second tutorial : this time we sculpt the stone directly in Mudbox, starting with a simple cube. When it’s done, we have to use a low level of polygons as the low-poly version because a major weakness of Mudbox is its lack of re-topology tool.
So, I unwrap this low-poly version of the stone, create the normal map in Mudbox, apply it on the low-poly model and then texture it once again directly in MB.
Eventually, I import the model into 3Ds Max, apply the textures, set-up a little lighting and use Xoliul’s Shader and here it is :
It’s not so “low-poly” (3072 tris) but I’m about to try a re-topology tool in order to get a 1000 tris or less stone.
The entire process :
UPDATE.
I have tried a software named 3D-Coat for my re-topology test. It’s very efficient and easy to use. So, now my 1 million tris stone (procedural) is only 420 tris !
I will now texture this low-poly model with Mudbox.
UPDATE 2.
Here it is, the low-poly stone is finally textured and ready to be used in a game !
UPDATE 3.
Another “procedural rock” I did this afternoon. Sharper than the first one, and more detailed (1066 tris).
A heater
A tribute to GTA
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