I tweaked a few pads in fl9 and found a certain sound that made me remeber Blade runner.
So i tried something similar as a tribute.. Of course im not a musician or somebody who does
this often. I only enjoy the creativity of music and the fun that comes with it.. and thats that.
Feel free to use this, if you want. Disclaimer is in the decription.
cheers
Created the music and video in about 2h .. and the theme was "recorded" on my laptop keyboard in on go D:
Saturday, February 21, 2015
Monday, August 25, 2014
GOBLINSo here are some sculpts of my first character with zbrush..
And I gotta admit its fun.. I really would love to push the clothes and add a bunch of awesome things to it.. but again am running out of time and it needs to be done soon. Maybe i´ll revisit this ´happy fella´ after retopo and texturing again to push him into a portfolio piece.. (Current status took me 4 days)
Some Zbrush sculpts:
Some cavity shots to see more detail:
I´ll be back with retopo and textures in 2 days... till then! gotta long retopo night about to start... cheers -M
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UPDATE:
I finished the retopo of the whole character and cloth in one long ~17k tris day!
Gotta lay down 3:17am is way to late (: *crunsh*
Some max wires and the lp body with DECIMATED highpoly normal bake.
Final hps will ensure a normal bake with more detail:
tomorow.. or today to be more precise ill unwrap cloth, bake and start texturing both!
Selfnote: Dont forget the eyes and hair !
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UPDATE:
I´m going to take a break from texturing for just a moment. I guess this is a good time to show current work in progress of the textures. Needs hair though:
I´m going to take a break from texturing for just a moment. I guess this is a good time to show current work in progress of the textures. Needs hair though:
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UPDATE:
And with some hair:

Location:
Berlin, Germany
Thursday, August 21, 2014
Hi its me! Has been some time since i last posted stuff that i am working on.. I´m counting the last days as a student here in Berlin, ready to start a new chapter of my life, meanwhile pushing and creating more content for my portfolio and to get better, faster, stronger.. in my workflow!
I have been working on a little environment scene for UE4, which is Al Khazneh one of the world´s most magnificent ancient megastructures! But even more important, an environment scene that was seen in the popular Indianer Jones and the Last Crusade. So i knew i had to put something in there that connected these two. Maybe you can figure it out yourself by looking at the ingame shots?
I have been working on a little environment scene for UE4, which is Al Khazneh one of the world´s most magnificent ancient megastructures! But even more important, an environment scene that was seen in the popular Indianer Jones and the Last Crusade. So i knew i had to put something in there that connected these two. Maybe you can figure it out yourself by looking at the ingame shots?
Here is the lowpoly scene in Max
| Model build to make use of a lot of tileable textures |
Highpoly sculpts (+tileable)
Some lowpoly renderings
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| Professor Henry Walton Jones, Sr: December 12, 1872 - 1951 I´ll add textur samples tomorrow.. #n8 |
Tuesday, August 5, 2014
Alright so i had the urge to build a "visual prototype" which is a description i heard watching a unreal 4 demonstration about Level Design. The basic idea behind it, is to create something as close as possible to a finished look, and maybe even gameplay or UI movement, as an artist. You do this to figure out if a certain look or feel is accomplished, so you or a coder can iterate from there. Basically splitting the effort to get somewhere without having the coder to work on stuff he´d throw away afterwards.
Since I'm not a coder and wouldn't know how to script a menu ingame i decided to create an environment for a mobile/tablet menu in UE4 which was inspired by TRIALS Frontier menu, then animate a few very basic "UI" movements and backgrounds, capture it and add final UI movements to get an idea where it was going.
After setting up the camera and making a high res screenshot from the ingame scene i added the last UI in Photoshop so i could export them onto the actual clip and animate them too. The Layout for the buttons and final visual prototyp looked something like this:
Since I'm not a coder and wouldn't know how to script a menu ingame i decided to create an environment for a mobile/tablet menu in UE4 which was inspired by TRIALS Frontier menu, then animate a few very basic "UI" movements and backgrounds, capture it and add final UI movements to get an idea where it was going.
After setting up the camera and making a high res screenshot from the ingame scene i added the last UI in Photoshop so i could export them onto the actual clip and animate them too. The Layout for the buttons and final visual prototyp looked something like this:
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| Layout in Photoshop |
BTS and textures:
(Note that the goal were dif only textures with pre baked lightning for performance on mobile)
It was fun to actually get away from trying to be as realistic as possible in all aspects. Whether it was modeling, texturing or shading it in the required look but just to be more open to color, shape and ideas in general. I really like the idea of learning proper mobile low performance modeling and comic mood/handpainted texturing while still achieving the high standard you want.
Maybe the next goal for a similar project is a little environment scene with the same comic mood including a character that is animated and interacts with the environment. Maybe a few very basic particle effects for a cutscene. But thats for another time...
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
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
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| 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:
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| Highpoly (left)- lowpoly with baked normal |
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| Wireframe |
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| Highpoly (right)- lowpoly with baked normal |
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| Wireframe |
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| 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 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
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.
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...
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.
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| 3DC Retopo |
Final turntable example and examples for my Portfolio page currently here:
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| Property of... |
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| Air lock and OPEN in russia |
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| Water drops who got pushed back |
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| Dont mix those cables up you might get an system error |
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