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.
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 !
Hello ! I’m proud to show you something very useful for 3D artist to showcase their work…. It’s a *.pdf file with 3D objects in it !
That’s really interesting to show exactly how is your modeling. The only problem is that it doesn’t support the normal map.
So here’s a little test of the Sword Cutlass I made a while ago (without its normal map unfortunately). Click the picture (the *.pdf file is about 5mb).
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.