Sunday, 16 November 2014

Almost there..

Currently trying to wrap up my little well scene. Worked on the lighting a bit more and decided to make it a lot darker since the well itself has a light source from the attached lantern and it helps focusing on the model more. I am still planning to finish the lantern and maybe add a ground texture for the surrounding area if the composition needs it. Open for feedback as always.



bonus shot 


Saturday, 8 November 2014

Tree Update

I decided to give the trees another pass and ended up doing a new one.

Sculpt in zBrush. I used zSpheres to get the shape.
Retopologized model.
 Texture pass on the tree bark. 
 Final textures.




Sunday, 26 October 2014

Well Update

Put some more time into adding some geometry into the roof tiles. And adding some bits and bobs here and there.



Money Shot:


Sunday, 19 October 2014

Buckets

Sculpting of texturing of a low poly bucket for the well scene. zBrush + Photoshop




Saturday, 18 October 2014

Scene Update

I decided to make the scene smaller and organize it more as a diorama. Lamp still needs a texture, some fixes on the well, additional objects on the ground, etc etc...



Monday, 13 October 2014

Platform

Found some time to rework the platform the well will stand on.

Started with zBrush Sculpt and took it to Photoshop for painting.



Added some placeholder grass and threw it into Marmoset:




Sunday, 7 September 2014

Catching up

It's been a very exciting 2 months and I didn't have the time to post any updates. I attended GDC Europe as a volunteer and met some wonderful people during my time at Cologne and had a chance to talk to a lot of people at Gamescom as well. 2 weeks ago I moved to Amsterdam where I am currently working as an Environment Art Intern at Guerrilla Games.

Now for some game art: I recently started working on a portfolio piece. I chose the well I will be using in my large scene to create a vertical slice of the quality of the environment and for some personal practice.



I sculpted the model in zBrush and baked it down with xNormal. 


Wireframe



Textures are a mix of zBrush and hand painting in Photoshop.




 I am currently still working on the platform the well is standing on and the composition of the whole scene.