Friday, 5 February 2016

Gumroad Tutorials

Hey Guys,

I will be uploading some tutorials to a Gumroad website I setup recently after getting some requests to do more tutorials. I hope people find this useful

https://gumroad.com/benkeeling

Cheers

Ben

Tuesday, 8 September 2015

Final Screenshots of the project

So glad I have finished this now. What a great feeling, pretty happy with how it turned out in the end. Nice to do something more realistic for a change. On to the next project :) 













Monday, 7 September 2015

Asset Renders

Finishing up the scene now, going to have some final shots over the next few days, for now here are some Renders of a few Assets I made






Friday, 21 August 2015

Update to the Scene

Finished off the remainder of assets I needed to do. I now just need to do a final polish and I am finished with the scene. Here is a list of tasks I need to do. 

  • Ivy in front corridor section 
  • Add rug up stairs
  • Add Handrail for stairs 
  • Add Concrete texture on stairs 
  • Fix Normals on crate
  • Fix normals and roughness on tiled floor
  • Any more outstanding placement
  • Individual Brick models for wall  
  • General Lighting and Post production pass










Friday, 31 July 2015

Update to scene

Nearly finished this, few more props and then that final push to polish the environment.





Tuesday, 19 May 2015

American Horror Stories Environment

Been Working on an Asylum Environment which is basically a corridor and office with a toilet, These are very Wip Just defining materials and working on a few assets. Trying to go for creepy Composition. 






Monday, 15 December 2014

Update on HighPolyTreeMech

Been fleshing out the front arm a bit focusing on real world reference to try and nail realistic forms 


Update on High Res 07/01/2015



Sunday, 7 December 2014

Mech update

I decided a couple of weeks ago to make a mech with a small diorama with the aim to  focus on something smaller so I can focus on quality and not lose interest. 

I did a terrain sculpt which is a river bed with rocks mud and grass below. 


The following are some wip shots of the mech, its based of a concept by Peter Sutherland, its supposed to be something that quite industrial and functional but also could defend itself if need be. I am aiming to break this down into a few stages for the high poly because I really want to try abd push myself in terms of quality

  • High Poly Blockout - figure out silhouette and get design working in 3d
  • Match Concept -  Split the model into parts and focus on nailing all the major shapes from the concept, splitting allows to focus in on certain areas so it doesn't become overwhelming. 
  • 'Paul Pepera Pass'  - Detail everything until it matches the quality of paul's work, piece by piece.
I have currently just finished the Match concept stage, as you can see a few things have changed, I have redesigned the cab and legs to improve the silhouette and make it look more interesting in those areas. 





Here is the original concept 


Monday, 7 July 2014

Blockout Update

Update to the Blockout, trying to flesh out things really far in the blockout stage to really nail the colour pallette designs and lighting early on 


Saturday, 5 July 2014

Deus Ex Challenge

Now the Podracer is Finished I have started a new scene which is based off the concept below, I am turning this into a bit of a competition with Chris who I work with. So far only a blockout but I am getting it in engine really quickly to balance colours and lighting. 



I had a few things I wanted to learn and address for my folio so I be focusing on these
  • Lots of Animation
  • Couple of really nice indivdual Assets High Poly and renders 
  • Focusing on something smaller and more contained to push the quality 

Friday, 27 June 2014

PodRacer Final Shots

I have finally finished the PodRacer scene, Finally! Below are the final shots :)











I am glad its done and I have learnt a lot from doing it especially texturing the pod racer, I am planning on doing a breakdown soon for that so keep your eyes peeled for that. 

I am fairly happy with the shots but I have definitely learnt to scale things back, for my next project I will definitely be reigning it in so I can focus more on the quality and not take as long to finish something. I was still working at the scale of my Uni Projects; where I was doing the same thing constantly but now I just don't have the same time so I know it be better to focus it down. Also nailing a good blockout first will really help me so I don't go mad with the scale. Its good at the end having lots of shots to mess about with but I rather just get two or three amazing ones.