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September 29, 2010

Friendly Neighbor

Well, I am working on a new piece and I started to block it out during the last days. It's based on a illustration made by Ben Mauro, which he did for the ImagineFX Issue 61. I had to think of a backside and some other parts which are not or only partial visible - both was troubling and creative.



All the 'visible' parts are blocked out by now. Today I made all the stuff which I had to create, because it's not existing or hinted in the image.
Soon I am going to start with the hardsurface modeling.

September 28, 2010

Modeling Exam 'Result'

Well, the modeling exam is of course done by now already. I rendered a shot in panel format to show more of the tower interior.



Looks kinda old school with all these tileable textures all over the place. Should've used some decals.

August 9, 2010

3D Modelling Exam WIP

I'm currently working on my Portfolio, but I'd already began with my 3D modelling exam for this last semester. Sascha Henrichs (Piranha Bytes), our lecturer, gave us the task to model a stair of any kind, so I'm going to do a helical stair within a small tower interior.



For texturing we'll only be allowed to use 5 tileable textures (excluding normal, specular and emissives) and 1 unique mapped texture for props.

The current polycount is about 13.500 tris, which is still below the allowed max of 20.000 for this exam.

August 4, 2010

Crunshed out

Oh boy, ...

the last two weeks have been tough. Finally I am able to find some sleep, at least a bit. And now it's time to finally set up my portfolio in order to send it out with my applications.

But you can already have a look of my online portfolio, which I am going to update this evening.

June 29, 2010

Final Unreal Rendering

The textures are done and the rifle is rigged and placed in a customized udk render scene in order to show how the carbine is going to look like in the unreal engine 3.



At the left side you'll see the concepts made by Philipp Dege and on the right the 3D model of the carbine including magazins and 51mm rounds in all variations made by myself.

And maybe you'll noticed the new frame, which includes the information from above, because this is the printable version (50x40cm, RGB, 220 ppi).

June 22, 2010

Getting dirty

The last update of ... well, today. The sun hasn't risen yet.



There are still some flipped UV's which I'm going to fix of course ... tomorrow.

You've surely noticed, that some of my renderings are pretty crappy. That's because I'm taking snapshots out of the UDK Static Mesh Viewer.

June 21, 2010

Unreal Rendering

Time for an update. I've recently made an rendering of the bike inside a Unreal rendering scene, and you shall not miss it.



You may notice that I added some text on the texture maps. There are also some Easter Egg's. You will not be able to see them on this image, but in Game.


And here's already a sneak preview of the carbine textures: