Sunday, July 27, 2014

I am somewhere near saying im done with a little something i´ve been working on lately. Instead of posting different milestones or work in progress stages, i decided to finish something and replace them with a deeper "behind the scenes" which sounds way to professional so lets just call it "my thoughts on..." where i ramble a bit about the project I´m currently working on...

And like you probably have guessed already. Its the M1 Garand. A semi automatic rifle used in world war two and the Vietnam war by the U.S.

By pure accident i saw this clip and all of the sudden found myself in the desperate need to recreate this mesh and animation for UE4! No questions asked, since i generally do what my brains tells me :o


Disassembling the M1 Garand

So i gathered a bunch of reference pictures, exploded views and watched people assemble and disassemble the gun to its bare single screws. Impressive hardware.

I wanted to create a 3d lowpoly mesh for a game engine that wasn't presented through a boring turntable but rather a little animation that just does what you see in the gif above. Maybe even from the first person view of the soldier who looks at his gun while he is doing so. Something easy to animate that shouldn't take longer than 10 minutes to rig, skin and animate.

So i created the Highpoly in Maya and baked the normal. Here are some examples:
Highpoly (left)- lowpoly with baked normal

Wireframe

Highpoly (right)- lowpoly with baked normal

Wireframe

Highpoly (right)- lowpoly final textures



A few shots of the rifle in UE4:





Texture sample:



M1 Garand in Unreal 4

A little "behind the scenes" Ramble video on this project






Tuesday, July 15, 2014

[COMPLETE] Behind the scenes of the Next gen STALKER helmet

I wanted to take a break from the environment scene and started modeling a hardsurface mask. I´ll finish this one up and give it a full on PBR treat. Looking forward to this...





































I finished the base highpoly of the mech helmet and added a few wires.




I also color coded them for an easy "base to texture" map used to define the PBR materials later on!

Click the images for a closer view


Next step is retopo

The lowpoly is done and is arround 6k polys. Baked the tangend and object based normals aswell as the base2Texture for PBR materials. Definitely learned a few things in terms of creating highpoly wires and how they should be modeld for an easy lowpoly bake. I started the base color and material definition and am looking forward to make a detailed texture.

Maybe i´ll finish up this one as a complete character one day.. but not to soon since there are other projects i wanna create. Mostly to see if i can archive certain industry standards to find a internship / junior position. Can´t wait to be part of an awesome company and help creating something people will love.



3DC Retopo


Shading and texturing an object for games is something truly amazing and satisfying. But if games are one thing, they are interactive. I never liked working on something 3D but just showing a 2D image. So a little "behind the scenes" of what my thoughts are and were i wanna go with this one. Im not native english so sorry for that...


Final turntable example and examples for my Portfolio page currently here





Property of...

Air lock and OPEN in russia

Water drops who got pushed back

Dont mix those cables up you might get an system error


Sunday, July 13, 2014

Shading and texturing an object for games is something truly amazing and satisfying. But if games are one thing, they are interactive. I never liked working on something 3D but just showing a 2D image. So a little "behind the scenes" of what my thoughts are and were i wanna go with this one. Im not native english so sorry for that...


Saturday, July 12, 2014

The lowpoly is done and is arround 6k polys. Baked the tangend and object based normals aswell as the base2Texture for PBR materials. Definitely learned a few things in terms of creating highpoly wires and how they should be modeld for an easy lowpoly bake. I started the base color and material definition and am looking forward to make a detailed texture.

Maybe i´ll finish up this one as a complete character one day.. but not to soon since there are other projects i wanna create. Mostly to see if i can archive certain industry standards to find a internship / junior position. Can´t wait to be part of an awesome company and help creating something people will love.



3DC Retopo

Wednesday, July 9, 2014

I finished the base highpoly of the mech helmet and added a few wires.




I also color coded them for an easy "base to texture" map used to define the PBR materials later on!

Click the images for a closer view


Next step is retopo