Tuesday, 4 June 2019

Robots

Recently I played Total Annihilation again, maybe 4th time already. It's a game from 1998. It's pretty simple, two robot clans are fighting for predominance until they annihilate opposite side. Then it was a revolutionary game because all units were simple 3d models. A lot of similar games have been made since then but none would keep me awake all night as an original. This model is my version of Zipper, you can check all TA units here.

https://totalannihilation.fandom.com/wiki/Category:Total_Annihilation_Units?from=Swatter

I like simple references like these, because they give you just basic idea of something and you are free to imagine everything else. My version would have two armor and weapon upgrades. Weapon upgrades are already done, next I'll be working on two other armors. I used 3ds MAX and a lot of 3d Coat, textures are made in Substance Painter, also used SP for weapon renders.



Put the video on 720p and loop. I can't find a way to predefined those options.



Currently I'm working on additional armor. Here are some renders of high poly version from 3d Coat.


Wednesday, 27 February 2019

Freelance Projects


Here is some stuff that I worked on before and somehow I forgot to post it on the blog. Three different game projects. First one is Ally & Conquer for BOXI Interactive, a very demanding project where I worked on concept art, 3d models, textures and UI. This game supposed to be something like Call of Duty Heroes, online strategy but I think it never came to life.



Second one is Desert Owl's, Space Wars. This game is very much alive and you can try it on
https://www.spacewars.com/
I worked on models and textures for two big space ships and two space stations.
Here I will show only stations.


Third one is maybe my favorite project that I worked on for One Man Army Games and it's called Death Hand. You can check it here
For now, I will put only this render of the one of the game assets, but there will be much more of it later.


  



Tuesday, 27 June 2017

Gunship

I had an idea for this model for a very long time. It's purpose is to bring troops to the field and to be air support for them. Other major condition for this aircraft is to be able to land and take off vertically. At first it looked like Vertibird from Fallout, whose design I really like but later I changed the look in to something more futuristic. Anyway I started to work on high poly model, I didn't liked it so I gave up. I was looking for references on the Internet, pictures of  some cool and real aircraft and at the end I merged everything into this. I used 3d Coat a lot for this one and I can say it's very good piece of software. This is high poly model that is using simple mapping and materials and some decals. I plan to make low poly version and real textures, also I will model aircraft interior.





Here is one of the guns that is getting out from the aircraft sides. I made this one for the previous version of aircraft so some changes should be made.


Wednesday, 10 May 2017

Comic Book

As I mentioned in the very first post, intention of this blog is to motivate me to continue with traditional and digital drawing, which I neglected for too long, and to receive constructive criticism and advice for further progress. There are a lot of posts that are not strongly connected to the traditional drawing because of the job that I'm doing so my blog also serves me as a portfolio of my 3d works. Anyway everything is mutually connected with the personal project that I have on my mind for a long time. I'm publishing this here a little earlier than I planned because I registered on one comic page where I hope to get some constructive critique of my work. For now I got only two finished pages and one that needs coloring. Also there are some concepts of characters, weapons and vehicles that will take a part in the next chapter, but I'm still not ready to share it.

Thursday, 14 January 2016

One Mutant per Day

How I'm not entirely satisfied with my sculpting skills I decided to practice a little bit. I found some old files  before a week ago. Date on the files is 2007. , that's the year when I lost all my work by accident. Don't play with Partition Magic if you don't know how it works. When I realized what happened I tried to recover everything with help of some disk recovery software and I was only half successful. There were really old works from 2002. mostly not modeled good but they could be used as a concepts and ideas for something. Anyway, I searched the archive of 3112 3d files and found some interesting mutant and human faces that I modeled back then. They were all derived from the same base model because all of them had the same error on the back of the neck. I decided to use them as a base mesh for sculpting. It's pretty amazing what you can do from simple old models. Somehow, I have a feeling that some of them will grow in fully developed characters. Next, I'll be practicing on some Cyborgs, there are plenty of them in that old archives. Mixtures of organic and hard surface modeling is always a good thing to practice.

 I'm currently working on one very interesting project which will definitely improve my skills, especially character sculpting, rigging and animation. I'm not even close to the end so unfortunately I had to put my personal project on hold. Anyway I'm happy to have a chance to collect some more experience that will help me a lot in future. Here is one guy that I started to work on in January. Seems that he'll get his body a little later.


Wednesday, 4 November 2015

Tank Crew

I'm playing with 3d Coat for some time already. I began to use it somewhere at the beginning of this year. I started carefully, making some details for models that I made in MAX, damages, scratches, wrinkles for textile materials and so on. Probably would have used it more if I had more free time. I'm finally finished with one project on which I worked for about six months so now I'm back on my private project which I use for learning and experimenting with various new software. I always really wanted to make some serious characters in 3d so I decided to make crew for my tank. I made face and tanker cap and then retopology in 3d Coat. It's very intuitive and user friendly application, you almost don't need tutorials for it. Then I imported everything in MAX and made rest of the stuff there. Later I decided that shirt and glasses need more details so I again played a little bit in 3d Coat. At the end baked everything in MAX. Now follows part that I love the most, texturing. I will probably use 3d Coat also, since Substance Painter is not entirely ready for action. Later, I plan to make entire body, leather jacket, tanker overall, boots and so on, but first I want to see how this will turn out. For now, I'm pretty happy with the result. Entire model has only 8883 polys.


Here is fully textured version. I used my standard workflow, some parts are painted in Mudbox and completed in Photoshop. At the beginning I tried painting in 3d Coat but materials are just too generic, you can make your own materials, stencils and brushes but I would need some more time to do it so I returned to my well confirmed method of making textures. This particular model uses diffuse, specular, glossiness and reflection mask maps, of course there is normal bump that is already visible on the previous screenshot.


Below is completed low poly model using baked normal maps. His Tokarev pistol is missing but I'll make one later. It will use his own texture. Altogether it has 26000 polygons.


Here is textured version. Next I will be working on skeleton and rigging, so he can take some poses.


 One with more details visible.


Saturday, 24 October 2015

Sci Fi Weapons

Here are some weapon designs that I'll be needing for my personal project. First I started to draw, but then by chance browsing the references I realized that it will be much faster and at the end more realistic if I would use real weapons and other technology parts from photos. Of course there were a lot of adjustments to make things sit in the right position. Anyway I'm pretty happy with the result. Now when everything is defined it will be much easier to make 3d model and some nice textures.

Below the concept is high polygon model of the weapon, and below high poly would be finished low poly model. I used some simple materials just to accent material differences, real textures on low poly model, of course, will be more distinctive. I hope that I'll have more free time to finish all weapons from this concepts. Eventually, watching this first weapon I realized that it looks  like some modernized version of VSS Vintorez, so that's how the rifle got a new name in this 3d version. It was also fun to play with logotypes of companies that are producing such weapons.


It's been a while since the last post but I'll keep this particular one alive until I make all models from concepts and some extras. I'm updating it with the high poly model of Electro Laser. It uses just simple materials for now. As you can see I made a lot of changes but it still uses the same sporty handle. Other parts are slightly different. A lot of time has passed so new ideas emerged. Anyway I think it looks better this way.