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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:

June 18, 2010

Weapons of men

Well, I couldn't finish my private work (the 40k Terminator) yet, because of deadline issues in my current project.

But I was able to finish the High and Low Poly for this Prop within 50% less time than as before. Thanks to the lectureship of Peter Böhme and the Tutorial by Ben Bolton.



The rifle is of course based upon a weapon used by the US Army and the basic design for this variation was concepted by Philipp Dege, but finalized by myself 'cause he got ill.

This weapon is going to be used by the ranger in Last Exit.

Currently I'm already baking the texture maps.

June 7, 2010

Only in death does duty end

Now finally I'm able to show you two little shots from my portfolio work on that Warhammer 40k model as I originally promosed some posts earlier. Please notice this ist still work in progress. So some edges are not determined yet and look odd smooth.





If things go well, the main hard surface modelling will be done today. Scratches and other damages of battle will be sculpted in zBrush until the end of this week.
The textures will surely need some extra time, because I'm actully working on my student's project for this final semester. I just found some extra time for my private stuff, because our concepter got ill.