Wednesday, May 25, 2016

Doom helmet.

I really like game 'Doom' and for some reasons I rebuild old helmet design to new but tried to save old shapes and made it works with my own vision of design and stuff. 

2436 Tris : TX 2048

Sunday, January 17, 2016

MP-5 texturing in Quixel.

MP-5 texturing in Quixel.
If you will see some bugs in picture and I see it too but that is okay, it's rendering in DDo.


Wednesday, January 13, 2016

The Angry Video Game Nerd

I really like to see how my fun art from "Tuesday, February 4, 2014" fits pretty well on twitter James‬ Rolfe aka  ‎AVGN‬. XD
I have fun and rewatch my old video https://youtu.be/OJFq2s2Ui-A and that was great!


Dragon Age II - Arishok statue

I had a chance to make pose, color and two swords to prepare model for another guy who made him in real. Looks pretty cool, wanna see it huh? You can come to Sperasoft from St. Petersburg and get new awesoe job and took a selfie with Arishok statue or whatever you want. So yeah, welcome.



Friday, November 20, 2015

3D Printing. Tips and Tricks

If you need to prepare model to print or create BJD figure with joints,  I made pictures with tips and tricks for not toforget how to use it by 3D Coat.
If you need to merge huge mesh in one full object, I mean if you have 2 or 12 damned millions of triangles with [I don't remember how many it has but] a lot of different objects with intersections, use picture below. 3D Coat 4.0.09 is like a god for that.


Saturday, October 24, 2015

FREE IMM Nano muscle Brush set

My old IMM brushes.
"Small set for ZBrush. A set of curves to create IMM brushes muscles like a cyborg.
Download it and create awesome artwork."




Friday, August 28, 2015

Monday, April 20, 2015

What does the pipeline setup! Experience Stimpack.


First of all I needed some sketch before starting work  and I painted a concept just understandable for me. Sorry for my doodles I rarely draw art. lol. But anyway lets get stated.



At the first point I need to create new folders and call them like a "Art,Bake,Low-poly,Hi-poly,Texture" etc., look at the picture below. I know you can't see the Art folder, because i forgot to add it.

But in fact you will have to add "Art, Bake, LP, HP, Texture" folders. Then you need to add some layers in 3Ds Max manage layers like in a picture that I'll show you. That is the best setup how I can see. All files have identical names which are pretty accurate and you'll never forget what files do you have. When you will import mesh from ZBrush to 3Ds Max, you will put it in correct folder and layer. Aslo that depends on low-poly too.


So. Create high-poly model in ZBrush and color it or whatever it's your model and you can do everything that you want. In general you need to finish model and cut it by polygroup for next step. I colored some parts of my mode for bake and then I took a mask texture.


Next step you need to make topology. I made low-poly model in 3D coat.



I divided it into two attachments and made UV map via UVLayout. After that it was imported in 3DsMax to setup all parts to bake.


How you can see in the picture above a smoothing group was added  from UV shells to model.
If you have faces under 90 degrees you need to cut them. It is necessary to get a rid of the shader.
Next you need to use some modification things to prepare model for export and bake.


All files was added to the Xnormal program and you need to setup properties for texture resolution or maybe setup occlusion shadows or anything different.


And so yeah, next you will setup cage and export it,  wait when texture will be generated and you can use it for check on bugs and again and again this process will be circled around untill the end.


And these things in picture were finished and texture has 512x512 resolution masks, normal  map and occlusion map. It remains only to create a Diffuse map and material for visualization in game engine.
And also I have to share out one thing about zbrush plugin, which i use.






Sunday, November 9, 2014

Tuesday, September 16, 2014

Cyberpunk special police.

Start logging and detailing.



Changes in the concept. To test the model set in a pose. Revealed a new concept that will be further developed.


Render the model and its treatment. This concept will be an example to complete the entire character model.



After I did a test of this model. I decided to pursue the creation of the character. And prepare the base mesh body. Next I need to change the body. Convert it to a biomechanical body.
I still love this concept. But I'm still lazy for it. Maybe a little bit later.