For this update I have worked on the market square which is right next to the harbour and the entrance to the mountain, which needed to be a bit more "epic". Market still needs some work but gotta focus on other parts for now.
Thursday, 15 May 2014
Friday, 9 May 2014
Harbour and Graveyard
Haven't updated in a while, because my laptop decided to stop working at all. Thanks for dropbox and external hard drives. Took me a week to find a machine to work on for a while and now I am trying to catch up.
The first zone the player will get to see is the harbour:
The first zone the player will get to see is the harbour:
landing point of stranded player
pier and city entrance
of course the city is built next to a giant waterfall
city entrance + merchant area, planning to add some carts and market stalls
view from water #1
view from water #2
On the top of the mountain there will be a graveyard. Need to put a lot more work on the atmosphere here.
That is it for today. For the next update(s) I'm planning to add a panorama platform next to the waterfall at the mid level of the mountain, a lighthouse, maybe a shipwreck and expand the city. Oh god, there is a lot to do.
Sunday, 20 April 2014
Environment Update - Look and Feel
After wrapping up Cosmosaurus, I found some more time to work on my environment. After shifting some terrain around and removing parts, I now have a bit more space to place the architecture. Compared to earlier shots I have blown up the proportions to make the geometry appear more stylized. Also, I am focusing more on the player point of view, to make sure, that where ever you look, the scenery looks interesting. Here are some screenshots of the market place (WIP), the first area the player is entering.
Sunday, 13 April 2014
Of Dinosaurs and Environments and some Textures
Big news first: Our animated short "Cosmosaurus" is done! There is more information over at www.cosmosaurus.eu
For my contribution check my Portfolio
I also managed to work on my environment a little more, refining the blockout and starting to add final geometry, still a lot to do but I am getting there.
I still need to create some larger areas for the player to "breathe". It's all a little tight right now, but it is coming along nicely, considering from where I have started.
To finish this blog entry, here are some tileable textures I made for a stylized game project.
Next update will focus on environment and architecture iterations. See you then.
For my contribution check my Portfolio
I also managed to work on my environment a little more, refining the blockout and starting to add final geometry, still a lot to do but I am getting there.
I still need to create some larger areas for the player to "breathe". It's all a little tight right now, but it is coming along nicely, considering from where I have started.
To finish this blog entry, here are some tileable textures I made for a stylized game project.
Next update will focus on environment and architecture iterations. See you then.
Wednesday, 19 March 2014
Portfolio and Specialisation Update
I have published my portfolio and am now actively looking for 3D environment art internships. You can find it here tobiaskoepp.com and if you would like to get in contact, you can follow me on twitter or write a mail to tobiaskoepp@gmail.com
For my specilisation project I am in the process of blocking out my environment. I made the environment a lot more interesting by having different height levels which already make exciting compositions.
From here on I am starting to get some models done and define the environment and architecture. I'll keep you updated.
For my specilisation project I am in the process of blocking out my environment. I made the environment a lot more interesting by having different height levels which already make exciting compositions.
From here on I am starting to get some models done and define the environment and architecture. I'll keep you updated.
Wednesday, 5 March 2014
Specialisation Start
As one of the last assignments of my education we have to pick a field that is the most interesting for us and specialise in it. I always liked stylized/handpainted textures and decided to start working on a low poly environment with focus on texturing. I'm still at the very beginning, but wanted to share some materials and modular pieces I came up with already. I'll share more information on the subject and story of the scene in a later update.
Textured modular pieces (and the test gravestone ;) )
Modular wall pieces using the assets from above. Already a lot of variation with very little models to choose from.
Textures, 1K for now. Sculpting in zBrush, compositing and handpainting in Photoshop.
Sunday, 2 March 2014
Texture Workflow
I am currently testing and establishing a sculpting and compositing/painting workflow for texturing on a bigger project. I am baking out matcaps from zBrush and composite them in photoshop and add some hand painting on top of it for a stylized look. Gravestone model(s) for testing.
Modular Gravestone
Textures (1k for now)
Sculpting WIPs
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