and a timelapse of me making this to go along with it.
timelapse of a little project i made over the course of a few days (~2 hour sessions) mostly to show a friend how to go about 'realistic' texturing (since all he knew was TF2 stuff EH SELENTIC?).
figured i might as well crop all the captured footage into a timelapse for people to watch.
UPDATE: 20/05/2010:
guess this is more or less finished.
finished mesh on an SMG-type weapon, i made for texture practice.
i'm having an old colleague whose job description is texture artist help me get started on it, so with a bit of hard work and maybe some luck i'm hoping to have a kickass looking gun when it's done.
also, i just finished a bunch of work i did for BRINK, but i can't show anything until it's released, so you're going to have to wait for those for now.
also, i'm planning on re-rendering all of my assets for a proper portfolio website, so maybe expect all these pictures to be all new in the not-too-distant future.
UPDATE:
got some more images approved, i guess this will be all for a little while, since all my other work is for games which are still in production.
i'll propably post any portofolio-work i do in my free time as well.
IMAGEZ!
http://i623.photobucket.com/albums/t..._excavator.jpg
This was made for terminator salvation, but the set it was supposed to be in got scratched, so you won't see it in the game.
it's not like any of the detail WOULD have been seen, even if it were, due to the incredibly shitty texture budget. which is why i basically stopped detailing it at some point, and why it looks a bit unfinished.
http://i623.photobucket.com/albums/t...hovercraft.jpg
This was really a small assignment which got out of hand.
we needed a hovercraft, so i went and looked on Google for some nice reference. turns out they were looking for something like a small one-man hovercraft, instead of one that carries 8 tanks. oh well.
this thing is also textured, but since those images aren't approved, i can't show em.
http://i623.photobucket.com/albums/t...icle_bv206.jpg
polar vehicle for Wanted 2, totally canned, after the movie owner canned it because the first game did terrible, then the developer of it went bankrupt, and then the other developer they hired (where i worked) went bankrupt, so i'm posting it here. (had a budget of 6k polies for the lowpoly, which MIRACULOUSLY, i actually managed to stick to)
June 17th, 2009, 03:42 AM
Heathen
Re: Neuro's logical disorders.
Crap!@!
Holy fuck!#!
Good stuff.
Reminds me of palm tree's work.
June 17th, 2009, 05:13 AM
L0d3x
Re: Neuro's logical disorders.
"This was made for terminator salvation, but the set it was supposed to be in got scratched, so you won't see it in the game."
=> So err, you are a professional modeler I take it?
Well, your other images leave no doubt.
June 17th, 2009, 06:56 AM
MetKiller Joe
Re: Neuro's logical disorders.
Is there a chance that we could see the meshes without turbosmooth? I think I could learn something just by looking at them.
June 17th, 2009, 06:58 AM
Joshflighter
Re: Neuro's logical disorders.
I love the chair in the Cat tractor.
The renders are really awesome too. :)
June 17th, 2009, 07:19 AM
rossmum
Re: Neuro's logical disorders.
Quote:
Originally Posted by MetKiller Joe
Is there a chance that we could see the meshes without turbosmooth? I think I could learn something just by looking at them.
they're highpoly sub-ds for bakes unless i'm more of a retard than i thought
June 17th, 2009, 08:04 AM
neuro
Re: Neuro's logical disorders.
ross, yes, they are, but they're still built with just polygons, and smoothed afterwards.
wireframe: this is all just modelled by hand.
build a basic mesh of the shape you want, then start cutting away to get your edgeloops defined, and build your highres mesh. alot of Connecting, cutting, and Ring/loop selections. http://i623.photobucket.com/albums/t...f/gripwire.jpg
presenting, a mini-tutorial on how to get weird shapes (like cylinders with insets) looking nicely.