Tuesday, 18 March 2014

New Pod Racer Renders and some rocks

Re-Rendered pod racer without depth of field and bright backgrounds to showcase the pod racer better, Been cracking on with environments, with some high poly rocks, Making a small medium and large set, 3 of each so far.











Wednesday, 26 February 2014

PodRacer Textures Finished

Had a lot of spare time after losing job so I wanted to get the Pod Racer finished off, before I start my new job on Monday. The texturing is finally done and I pretty pleased with the result got some great feedback and learnt a lot doing it especially using Substance and programs like that. 

Will start working on little scene to present in now using the terrain I made previously. Planning to make a little desert scene with some rocks and a bit of vegetation.











Sunday, 12 January 2014

Finished Baking and cleaning up


Finished Baking and cleaning up Low poly, Just going to add a few more little details using NDO and then onto texturing :)

Friday, 20 December 2013

Pod Racer Update

Been working on the pod racer a lot recently trying to power through and get this done, hopefully sometime after Christmas, so I can work on the scene and some rocks! The two main textures and baked and at the moment the colour has been baked down from the high poly, still got a few errors I have to clean up and tidy up and then on to making a pipe texture.



Going for full PBR with this which is going to make it look super nice and realistic once its done. 

Wednesday, 20 November 2013

Sebulba's Podracer

Small update on personal work, as been super busy with the release of Need for Speed Rivals, but its doing really well so all good news.

I got a bit tired of working on my Reactor Environment so to avoid boredom I decided to balance two projects in my spare time as this allows me to keep it fresh and keep pushing the quality and improvement from piece to piece. I started making Sebulba's Podracer from Star Wars, and the plan is to make a diorama desert environment to pose it in.



Here is the high poly as it stands now which is pretty close to finished but it needs some more work on the front piping as each side is unique. Once I have finished with this I will be making the low poly and moving onto texturing. The plan is to render this ready for PBR which once all the materials are set up should look really sweet.


I also made a start on the Terrain which it will be posed in once its all finished. I plan on making a couple of tileable terrain textures and some nice rocks that I can place around the immediate area of the ship. I am also thinking about a possible crashed spinning through the air image but depending on how well the in tact version turns out I may or may not make.


Monday, 9 September 2013

New Project: The Reactor

So I feel like its time to reveal a bit of what I have been working on in my personal time while not working hard on Rivals, In an effort to address things I want to get stronger at I have planned to make an environment using only High poly to Low poly Workflows.

Currently I am planning to Develop this environment with PBR which should bring it into the next Gen quite nicely, can't show any of that yet though! I wanted to choose an existing concept so I didn't spend time trying to design a scene. The concept I am using is the following;


This is a concept for Mass effect created by Brian Sum, which I grabbed permission to use but I thought it would be a nice test of High poly skills.

I figured I would stick with standard textures for now, making use of DDO for the main props, once material definition is nailed I can then move onto using the Metallic and Roughness textures, assuming I keep it clean it should be fairly easy to translate. I started by making a blockout that I could run around and then moved into production on the main support beams that hold the centre piece in place. Still not decided whether these should animate yet.

Above is a shot of the High Poly for this piece, uses about 3 textures at the moment. Below is a shot in UDK but as I plan on making this environment for PBR anyway I figured it would be quicker to put it together in CryEngine as its just simply faster (no Lightmaps etc, Better Lighting)



Edit: Thought I show a render with textures, as I was really trying to nail an oily kinda feel for the dark metal, and a worn more chipped feel for the other types. 


Still got some balancing on the texture side, as the greens are looking a little yellow at the moment, and I need some cooler blues in the metals to match the concept. 

I then moved on to creating and floor and Trims texture, which I modelled instead of NDO, following some advice from work, as NDO doesn't create as good results. Baking gives a much better AO as well, and for DDO creating a colour map from high poly is a lot quicker than manually doing it in photoshop. Here are the textures for the floor and trim as they look currently but I have done no texturing, this is purely the baked textures with AO etc



Will Upload a shot of the environment once I have made a bit more progress on it.

Monday, 2 September 2013

Hey Guys,

Got a new portfolio website I have been working on, fairly similar to the old one but using weebly now so I can add Video and don't have an image limit. Still can't figure out how to get the URL working properly.

You may have also noticed I have a sneak peak for a new personal project I am working. Shall be posting some shots of that soon. So stay tuned.



Benkeeling.co.uk