Archive for February, 2013

Verold Upload test

I have been mocking around with Verold, and I am convinced to use this to upload 3d works in real time!

Also, in the time being I have been updating the site as it still has a terrible “work in contruction” feel, specially the works section.

However, I am working on it! Today I have created the page that showcases the work I did for God of Blunder.

I was not happy with how my works was being displayed, so I have changed the thumbnail sizes and the way works are displayed, instead of a small box as a big banner on top of all the other thumbnails.

Back to Verold! Its certainly worth to check out the site if you have 2 or 3 interesting assets to showcase.

platform1_wWire

Press the following numbers for the following options!
1- Lit, 2- Unlit, 3- Normals, 4- Wireframe, 5- Wireframe Mesh, 6- UV Layout
Next, what Verold needs is a move lights function, or it has already and I am not aware of it.

Published on: 28 February 2013
Posted by: Paco Casares

dDo and Toolbag Test

dDoInterface

 

In the last two days I had a play with dDo and nDo2. I must say I am very happy with what it can do! Its a very automatic process however, and many users suggest to use this as a base or just to learn how materials work.
I modelled a wall rock two weeks ago and I decided to experiment with dDo, I am very happy with the results. It automaticly places details depending on both the OS Normals, Normals and Occlusion and what kind of material is it, hence why dDo recommends highly to make a colour map, to mask the areas of different materials by using colour. By just using the OS Normals, Normals, and Occlusion it spit 4 maps automatic with the press of a button.

Here is where dDo can be checked out:
http://quixel.se/ddo/

This video, even do its very long, its worth checking out, because it explains very carefully how dDo is used:
http://www.youtube.com/watch?feature=player_embedded&v=hncqbwkGbM4

And last, a little screenshot using Marmoset Toolbag, another delight to check out!

 

zbrush10x10x05dDo2

And the Maps that it spit out! With a wireframe.

 

stoneBlock_dDo03_d_MAPS2

 

Published on: 26 February 2013
Posted by: Paco Casares

Lion Distracted. Sketch Post

I was testing some new brushes, learning up some techniques and tricks and bummer… I got distracted. I did a Lion Care Bear super hero of some sort.
The more you use zbrush, the more it rewards you. I checked this page. It has a great collection of brushes and mat caps, and it’s totally worth having a play with.
http://pointpusher.com/prefs/zBrush/
Certainly play with the Lucky Brush. There is another whole collection of brushes worth checking out in that ZIP file. Such a good treat.
Credits to all the respective brush and mat cap creators with this file.

carriedAway

Published on: 20 February 2013
Posted by: Paco Casares

New Brushes, and Links to Video Tutorials

I have played with Zbrush for the last couple of days. I thought that the idea of being constrained of just making things for a purpose failed at learning new possibilities with Zbrush, so I have dedicated today and yesterday in experimenting.

newInterface

A mix between the known ZBrush UI and custom introduced brushes from both MAH and ORB.

I watched carefully ORB’s tutorial several times to learn to produce some of his brushes, and while I was observing in his video, I have also fallen in love with his interface.

After a bit of looking around, I also found that pointpusher uses a similar interface layout.
I followed this tutorial and made my own interface by looking screenshots. Now I can spend less time looking for buttons and playing with the menus.

(more…)

Published on: 19 February 2013
Posted by: Paco Casares

Environment Sketchpost Feb 2013

I am currently following the Monthly Noob Challenge on Polycount. I am learning tricks here and there and I have learned a number of things!

I am building a environment portfolio and self teaching in 3ds max, UDK, zbrush and topogun, and a better workflow.

I wanted to upload images of work that I have done so far in the last 10 days.

My aim is to at least make high poly baked assets for games, at least the walls, floor and pillars by the end of this month.

Ideally is to also have the door, statues and plants/trunks inserted as well.

Production stages would be ideal! My plan is, if I do not finish this by the end of the month, currently I am learning new zbrush tricks and shortcuts to have a faster turnaround with assets.

Polycount Challenge.

 

Things that I have learned in the past two weeks:

 

Orb Custom Brushes – Making interesting brushes to give details faster to objects

Vanity Tool for Photoshop – To figure out sizes of probs and objects in concept art

Carapace Epic Tool – To figure out perspective lines in drawings

Environment Sculpting – This is an amazing link to tutorials on how to sculpt environments.

Generic Wall Tutorial – I found this tutorial very helpful! and a very fast workflow to have high poly meshes done quickly.

And of course, this thread is pretty useful too as people are helping out a lot – Polycount Challenge.

 

maxImageLayout

Vanity tool in photoshop is a godsend. It has helped me to figure out the sizes of walls and spaces with much bigger ease.

beforeBake

Early stage of the modular piece. I need to make more hard edges to give the stone a more rocky feel

measurementsNcolorchanges4

Study, from concept to 3d

modularBox96x64x80BEFOREzbrushDetail

These walls are all part of one modular piece

modularPieces02

Early stage of modular pieces

modularPieces04

Setting modular pieces of UDK and Max units in multiples of 16 with 64 as a high standard

newBrushes

Trying out some new brushes. Here I have modeled this box within 3 minutes by using new freshly made brushes by Orb.

piecesToBuild

Figuring out what meshes to introduce to zbrush, to maintain a modular design workflow.

 

Published on: 15 February 2013
Posted by: Paco Casares