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.

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.

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

Wednesday, 12 February 2014

Cosmosaurus Texture Update

I took the time and re-textured some of our props for the cosmosaurus short to push the cartoon aspect a bit more. All props diffuse map only, no bump, no specular.

1. Hammer 2. Saw 3. Toolbox 4. Welding Goggles
(all currently 2k diffuse map)

Sunday, 9 February 2014

Texturing Practise

Spent the evening working with the Texturing tutorial of Fanny Vergne on the Vertex 2 magazine. This is my result:

 I started in maya modeling a really simple tiling floor plan. (Tiling a bit too obvious as I found out in the end)

 Finished zBrush Sculpt, duplicated a few times (and crashing my machine)

 Compositing and painting in photoshop for the stylized look. xNormal for baking normal maps.

Final texture rendered in Marmoset.

Really nice tutorial, learned a lot from it. Will do this more often and get a bit more familiar with zBrush and Photoshop.