So I`d like to present my latest real-time creature model done for "The Beast" competition hosted on Polycount by Allegorithmic.
My attempt was to bring a creature from concept stage all the way to production level and test out Substance Painter`s baking and procedural texturing capabilities on dense meshes with multiple UDIM`s.
After low poly was done, pretty much everything else was done in Substance Painter, baked perfectly in one go by playing with the Near/Far rays , then texturing was done mostly procedural (minus a few masks I had to paint myself) .
The mesh has about 100k triangles, re-topologised for animation with proper UVs, spread on 4 UDIMs at 4k texture-set each. I`ve used Pixologic Zbrush for concept and sculpt phase, Topogun for retopology , Maya for mesh cleanup and UV mapping and finally Allegorithmic Substance Painter for Bake and Texture. Rendered in Toolbag / Marmoset 3 Beta.
Rigging and skinning done by my amazingly talented workmate Perry Leijten - http://www.perryleijten.com/
Special thanks to my buddies Joeri Vromman - www.joerivromman.com , Ben Erdt - https://www.artstation.com/artist/benerdt and Daniel Ciorba for giving me vicious feedback and a mild form of PTSD.
Used Mega Scans for mud and log.
Background twigs/trees by Karen Stanley - http://kazperstan.co.uk
I will post breakdowns and more renders soon !
Also feel free to follow me on ArtStation at https://www.artstation.com/artist/vickgaza
I`ve decided to document the design and exploration process of my creature (that I`m doig for the Polycount contest and gather enough resources that I might make a little tutorial at the end if it turns out good enough and if I get to finish it (due to work being hectic at time).
As soon as I have more stuff to show I`ll post it with annotated explanations.
So far, I`ve used Pixologic Zbrush entrirely and Photoshop for some rough paintovers.
Here`s the state which I am at right now.
Hello people, how`s it going ? :) Here`s a quick late evening retroactive art dump.
I genuinely need to catch up with posting all the artwork I`ve done recently. Been so long since I posted stuff on my blog, and it`s a pity as I started this blog as early as when I started doing 3D, but fear not I`ll eventually bring it up to speed with current events.
Luckily I`ve been asked not long ago to provide some nice big renders for 3D artist magazine (run by 3DTotal.com) and as such, now that they have been published I can post them here as well.
This droid is an older work of mine, felt like it might still be worth putting it up online
Made as an exercise for fun, no particular outcome in mind, just to practice. I believe it was done during lunch breaks a while back ago.
I seem to have a growing passion for hard surface design but my obsession for production art keeps getting in the way of my doing more quick exercises for fun :D
Regardless, soon enough I`ll overcome that crutch of mine as well .
Finally, here`s a keyshot render of the Halo helmet from before. Really liked the "clay" look of it so why not :D
Thanks for checking out my work, I really appreciate it.
Some recent hard surface practice. Felt like making a Halo fan-art / tribute piece as I`m a super fan of 343 Industries. Concept of the Locust / Mech like helmet belongs entirely to them. I just took it and did a practice run in 3D , and also butchered the design with my shitty observational skills.
Modeled/Sculpted inside Zbrush as a high poly exercise, first hard surface sculpting attempt ever really.
Have used Maya briefly for retopologising some pieces, as to compare with zbrush retopo speed.
I`ve used Michael Pavlovich`s tutorials from you tube in order to learn, as this was my first actual hard surface attempt and I didn`t even know where to start. I must admit it looks harder than it actually is.Scary at first but good thing Zbrush is a joy to work in :D
Rendered in Keyshot btw.
Anyway, thanks for visiting and will make sure I`ll post more often.
So a while back ago I started doing morning study sketches, basically getting up at 7 am and working until 9-ish on whatever random stuff I felt like.
This is pretty much the result of a few days of sculpting. It`s not the most successful artwork I`ve produced, but I`m still fairly happy it looks ever so slightly like Ramsay Bolton from Game of Thrones series.
I will totally get back into the habbit of morning studies pre work (probably with some streaming on twitch as well) as soon as I catch up on some sleep but in the meanwhile I`ll leave you with the result of the sculpt sessions.
Oh shit ...
It`s been close to a year since I last blogged ... though I doubt people actually read my blog since I never post any useful information :))
Regardless, I need to get back into the habit of posting my personal work more often which is what this blog post is really about - me getting back to doing shit that actually makes me happy :)
So for now , I need to retroactively art dump some of the previous projects I finished and slowly but surely get up to date with recent events, at which point I might start doing some tutorials and write a bit more about what I`m up too, if someone for some reason is mildly interested.
For now, a character completed a year ago for my friends Uni projects, called The Shadowed Crow , produced at the University of Hertfordshire, UK .
Made with Autodesk Maya, Zbrush and Photoshop, rendered real-time in Marmoset 2.
Oh wow , it`s been so long since I bogged.
Times have been hectic, moved from the UK back to Romania thinking I`ll have to stay there for a while, then I got flown back to an interview, took the job and moved back again to the UK.
I`m currently, proudly working for Sony London Studios, so my spare time has gone down quite a bit.
With this in mind, I have still managed to complete a recent character I did for a few friends back at Hertfordshire University.
The project is called The Shadowed Crow and it`s a real-time animation/game trailer rendered in Cryengine.
I will post up about it and more info in the days to come.
For now I wanted to say Hi, to post some sculpts and revive my blog.
Thanks for reading whoever you lovely people are !
First and foremost I do apologise for the lack of updates on this blog, I promise things will change fast just right now I am caught between part time jobbing, university work (on MA project) and training (and dealing badly with some lower back injuries) and it`s just too much for now.
I thank you all sincerely who visit my blog and come back to it from time to time and also biggest thanks for all the emails/questions/fb adds/compliments and so on I get. I am humbled beyond words !
Ok getting to the technical part ...
Here is the final version of my MA Games Art character, produced at the University of Hertfordshire UK.
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features.
The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and replaced.Assets have been separated according to materials in order to achieve a better tessellation control / set of items.
Total maps are comprised of 3 x 2K map sets (one for the human bust,one for the spider body + legs and one for the leather and hanging assets) and 2 x 1K map sets (one for the metal parts and one for the weapon).
The sets are made out of a Diffuse, Specular + Gloss, Normal and Displacement map for tessellation. Two extra tillable textures were used for the skin respectively for the metal as a detail normal map.
The legs are done modularly, duplicating only a termination joing and a knee for more variation, other leg pieces are breakable thus being mirrored and flipped to achieve a useful modulation.
Software packages used were the following:
Zbrush - for Sculpting (all assets and character pieces were done here) and Texturing (base colours and spec map painting)
Photoshop - for further texturing (also for thumbnail creation, visual exploration, mockups, concepts,etc,
Maya - for proxy modeling,retopology cleanup, tweaking, Uv mapping, setting normals, setting uv islands, UV transfers.etc
Xnormal - for baking all maps and polypaint transfer
Headus UV Layout - for unwrapping and uv layouts
Topogun - for retopology Marmoset Tool-bag for rendering, previewing, adjusting maps, etc.
For any questions please feel free to email me at vickgaza[at]gmail[dot]com.
Thank you for viewing my Masters Games Character Project.
NOTE: All renders beneath are REAL-TIME renders in MARMOSET TOOLBAG NOTE 2: Click images for full-view