Doodling a picture that got posted to my discord.
Thanks for reading, see you next time!
This blog is about video games and the artistic development process behind them. It will focus on my work and growth as an artist in the game development pipeline. The majority of content will be more "technical Art", modeling, texturing, and maybe rigging. There should also be a good amount of traditional art, and cake
Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts
Saturday, November 5, 2016
Tuesday, November 1, 2016
Chansey
I think I'm done with this one. On to the next! Maybe normal maps or a simple animation on my next model? Hmmmm, food for thought.
Artstation
Sketchfab
Thanks for reading. See you next time.
Artstation
Sketchfab
Thanks for reading. See you next time.
Sunday, October 30, 2016
I'm Alive.
Finally getting over whatever raid level cold I had. I'm feeling really rusty on anything creative so easing back into it.
Thanks for reading. See you next time!
Who's that Pokemon!?
Thanks for reading. See you next time!
Sunday, October 16, 2016
More Rigging Poses
New pose with rig. coming up with posses is turning out to be very useful for finding things to support posing of the limbs and rig in general. Also, it's good art practice too. Balance, composition within the body, etc.
Thanks for reading. See you next time!
Thanks for reading. See you next time!
Thursday, October 13, 2016
Blender Rigging
I Has things to Show! Testing out the usability and rigs flexibility.
More poses to come later as I get more stuff working on the rig.
Thanks for reading. See you next time!
More poses to come later as I get more stuff working on the rig.
Thanks for reading. See you next time!
Thursday, September 29, 2016
Figuring Out Blender Rigging
Learning rigging in blender today, or trying to. trying to get this Ik/Fk switch/match arm to work. In some ways it seems easier than Maya. But I have yet to achieve the desired result. So we will see if it is in fact easier once I have a grasp of what the frik is going on. I will probably make a tutorial on it and cut out all the extraneous information I am having to trudge through. Blender has waaay to many menus to flip back and forth between to accomplish a task.
No Digital drawing stuff today. But I did do some stop light sketches (stop light sketch: a sketch while waiting for the walk signal) on a little walk to the store.
Thanks for reading! See you next time.
No Digital drawing stuff today. But I did do some stop light sketches (stop light sketch: a sketch while waiting for the walk signal) on a little walk to the store.
Thanks for reading! See you next time.
Sunday, January 31, 2016
Face Modeling Rikku
I've been kinda down and out due to some personal issues. I did manage to sink 4 hours into doing a face model.
Did some modeling https://skfb.ly/KC9U can check out the stream while it's available on twitch. http://www.twitch.tv/valthalin
Did some modeling https://skfb.ly/KC9U can check out the stream while it's available on twitch. http://www.twitch.tv/valthalin
Wednesday, January 20, 2016
More Progress on the BioMecha
Had troubles but got some work done yesterday https://skfb.ly/Kpo6 / https://skfb.ly/K7Ov . Prospectively wont be streaming today.
You can watch me having heart palpitations on twitch
You can watch me having heart palpitations on twitch
Saturday, January 16, 2016
BioMecha Progress
Didn't have time to post since I closed down the stream and ran to work. Here is what I got done this morning.
Decided to try sculpting it to see if I could work out back details and minor kinks here and there, but mostly for giggles. Here is a link to the sculpt
I got sick so I lost 2 days to sleep and sniffles, but I shall redouble my efforts! I'll See you all on my Next Stream! Twitch.tv/Valthalin
Decided to try sculpting it to see if I could work out back details and minor kinks here and there, but mostly for giggles. Here is a link to the sculpt
I got sick so I lost 2 days to sleep and sniffles, but I shall redouble my efforts! I'll See you all on my Next Stream! Twitch.tv/Valthalin
Thursday, January 14, 2016
PolyCount Winter 2016 Character CHallegne - BioMecha Progress
So I worked some more on the biomecha, Streamed the work on twitch. also take a look at the results on sketchfab. I'll be working more on it tonight.
Thanks for reading!
Thanks for reading!
Tuesday, January 12, 2016
Majora's Mask Project
Trying to complete a scene with Majora's Mask as quickly as possible. Watch me do all the things at http://www.twitch.tv/valthalin
Sunday, January 3, 2016
Anatomy Study
First impressions of blenders sculpting tool. Not as good as zbrush.
Saturday, December 19, 2015
Elf girl and BioMecha Soldier
Hey guts and gals, missed a few posts due to being in a pain coma for a day.
Still a little hazy headed but I think this is the last thing I did. It was a critique for crackslol from niku senpai's discord. I did a paint over and supplemented it with words and things. I thought it was supposed to be a girl. though it was never clarified looking at it now it does look semi masculine.
I didn't feel like doing anything so just kept morphing the face into something I liked.
I haven't worked on it since starting the challenge but here is my entry thus far for the poly count winter 2015 character challenge. I'll be streaming work on it for the rest of the day today, feel free to come and watch if your into that sort of thing =P Twitch
Thanks for reading! See y'all soon.
Still a little hazy headed but I think this is the last thing I did. It was a critique for crackslol from niku senpai's discord. I did a paint over and supplemented it with words and things. I thought it was supposed to be a girl. though it was never clarified looking at it now it does look semi masculine.
I didn't feel like doing anything so just kept morphing the face into something I liked.
I haven't worked on it since starting the challenge but here is my entry thus far for the poly count winter 2015 character challenge. I'll be streaming work on it for the rest of the day today, feel free to come and watch if your into that sort of thing =P Twitch
Thanks for reading! See y'all soon.
Saturday, December 12, 2015
Hand Painted Lowpoly Charmander Built To Pose
Morning warm-up turned full thing. This was meant to be like a two hour warm-up project that turned into an mostly all day thing. Hope you enjoy the final artz.
Find videos and process and stuff on Stream twitch.tv
Look at the final in the round at Sketchfab Charmander
Find videos and process and stuff on Stream twitch.tv
Look at the final in the round at Sketchfab Charmander
Friday, December 11, 2015
Low Poly Hand Painted Scene
Omgz... I-i didz like the 3D thingz? It's been a while right? (I'm really, very tired)
Yes if you are wondering that screen cap is totally form my stream.
I took a few breaks so the start is like two videos back on my archive? - Twitch.tv -
Thanks for readingz!! I'ma go do something that takes no brain power or effort now.
I took a few breaks so the start is like two videos back on my archive? - Twitch.tv -
Thanks for readingz!! I'ma go do something that takes no brain power or effort now.
Monday, November 9, 2015
Old Freelance Client Work Recon Mech
I was asked to do a mech for a in game sequence. I debated relieving my compensation but I'll lean toward transparency. after Agreeing to the contract we agreed on $100 for the completed work.
After I was contacted I asked the client a small list of questions:
- How soon do you need it?
- What engine is this going into?
- What is the scale units you'll be using?
- Preferred modeling program?
- What format do you want the model in? FBX, OBJ, Mesh?
- Do you need the asset submitted in engine with a material?
- Do you want the PSD Source file if textured?
- Is there a naming convention you want me to follow?
- How detailed do you need it to be? Do you have any images of other in game vehicles that are close to what you want?
- Optionally do you know the poly limit for the asset?
- Do you want it triangulated or does it need to be a pure quad mesh?
After they were answered we worked out a rough compensation amount and I started working.
I tried to keep my client updated with progress shots at least every three days and drop a line letting them know I'm working every other day.
This was my first progress update of the block out the next day.
This is my second update a day or so later.
This turn around was not as pro as I wanted it to be. but I needed it on the fly.
This is my third update. At this point we had already exchanged upwards of 70 emails. Both about the asset and shooting the breeze. Be friendly while contracting it's the least you can do! At this point the client was happy with the level of detail and asked for the mesh to be fitted with a simple rig, unwrapped and turned in.
My next update was the full unnwrap of the mesh with 3 pixels of padding between each island for light mapping and texture bleed. This was to accommodate the final in game texture resolution. After I showed the unwrap the client said
The Final Update was the turn in. I checked, double checked, and triple checked, as well as throwing the fbx into engine a few times to make absolutely sure what I was handing in would work and not have any geometry, texturing or any other errors. After my paranoia was slightly sated I handed over the .FBX that was the requested turn in extension and naming convention. The client was really happy with it and was able to implement it into his in game sequence with no problems. Upon delivery I was paid through paypal $150 for about a weeks work, maybe a day in actual work time. This was $50 more than we agreed, I contacted him to confirm it was not in error. He had apparently done it as a gratitude which was really kind.
After that I was invited to work on two more assets. A set of decaying military zombies. Though the project was put on hold and eventually went defunct before much work was done on them. In hind sight I should have saved the clients videos with my work in them. I also should have saved all the files and in progress files related to the project. Maybe also kept a log of the conversions and critiques. So I could analyze them and try to provide an even better/smoother client experience next time.
So ya that was my first contracting job. Hope that was slightly enlightening. =P
Saturday, November 7, 2015
Etna and Conan
A quick update on the projects I'm working on, Save for Rory (only drawing her while watching Gate and I haven't watched Gate in the late few days.)
First up is Etna!
I started on her base mesh, it is all hand modeled so far. I'm thinking I'll save myself some headache and start sculpting her as soon as I figure out that workflow for blender.
She also got some more work on her illustration.
My other project is currently in High poly mode. It is Conan's Atlantean sword. I'm almost done with the high poly, just need to add scales to the fish? finish the inscription on the hilt. develop the skull on the pommel to it's final stage and harden up the mountain/butt of the pommel. There are some other areas I kinda want to fix up, but I'm going to call them good enough for now.
sketchfab can hold my hipoly, so! have fun rotating around =P
Well that's all for now. Thanks for reading!
First up is Etna!
I started on her base mesh, it is all hand modeled so far. I'm thinking I'll save myself some headache and start sculpting her as soon as I figure out that workflow for blender.
She also got some more work on her illustration.
My other project is currently in High poly mode. It is Conan's Atlantean sword. I'm almost done with the high poly, just need to add scales to the fish? finish the inscription on the hilt. develop the skull on the pommel to it's final stage and harden up the mountain/butt of the pommel. There are some other areas I kinda want to fix up, but I'm going to call them good enough for now.
sketchfab can hold my hipoly, so! have fun rotating around =P
Well that's all for now. Thanks for reading!
Friday, June 12, 2015
Base Mesh turnaround
Hey, been a while blog. Thought I'd upload a model I started working on last night. Just threw a couple of screen caps together in Photoshop for a turnaround. If you're wondering the colors are to help remind me of how I'm doing poly flow.
I was looking over Johanna while waiting for a Heroes of the Storm match and thought it would be fun to model Johanna or a crusader like her.
Update 1:
I was looking over Johanna while waiting for a Heroes of the Storm match and thought it would be fun to model Johanna or a crusader like her.
Update 1:
Friday, May 1, 2015
Weapon Concept - Battle Rifle
The more I concept out this gun the more I realize how very little I know about guns and how their parts fit together hah!
Wednesday, November 19, 2014
Bench Wood - Color - Final
Back and front shot. Still a newbie at lighting and
rendering/materialing in Unity. Assets are screen grab from Unity. Hand
painted the texture and none-dynamic
shadows. This is the diffuse map with some point lights and directional
light.
So here are the UV's with the painted shadows and cleaner texture. Though, I think I could still make the details sharper. I'm going to call this done, as it is only a background item in my scene. I'll be doing a surfer board and palm tree next. Then finish it all off with a tiling sand texture and some reeds or something.
You can download the current version of the bench and it's texture at >> videogame-loots.weebly.com/fre… << for no cost.
There is a 3d preview if you click on the image above the download file.
Thank for viewing!
So here are the UV's with the painted shadows and cleaner texture. Though, I think I could still make the details sharper. I'm going to call this done, as it is only a background item in my scene. I'll be doing a surfer board and palm tree next. Then finish it all off with a tiling sand texture and some reeds or something.
You can download the current version of the bench and it's texture at >> videogame-loots.weebly.com/fre… << for no cost.
There is a 3d preview if you click on the image above the download file.
Thank for viewing!
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