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


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