Saturday, 3 February 2018

VR Regatta

Updating the blog, here's a project that I contributed to over the past year and it's been released! Proud to be part of this team and really happy to the see the results. I specifically worked on a lot of the environment and prop art, along with some particle and design work along the way.


Tuesday, 22 March 2016

Hand painted low poly

Ah, I've been unfortunate in not updating this blog in a while. I've recently had a large chunk of my time free so I've updated quite a bit of the portfolio at least with different parts of work that I've done. I'm going to post the remaining stuff I have here because it's more or less just fun experimental hand painted stuff. Enjoy!







Sunday, 27 October 2013

More Progress

Another update. Brought everything into Unity,  here's what I got now to get cameras and vehicles animated, with particles and everything.


Thursday, 17 October 2013

Progress!

Hey folks, got a little bit more done on the mining scene I've working on, the truck has been a long and steady process to model, unwrap, bake, texture etc,  but at least I've got the first pass texture and composition up and going yay! Still plenty to do but enjoy folks. :)


Monday, 7 October 2013

Hey folks, I've been lazy with updating this blog again. :( Working on a mining scene, making a Caterpillar 797B and planning getting it in engine, rigged with animations, I don't know whether to make it with Unity or CryEngine hmm. I'll figure it out later. Please note these are work in progress renders and they're done yet. Anyways, enjoy! 




Thursday, 18 April 2013

Deus Ex Scene

Sorry folks, haven't posted in a while it seems! Clearly I've got to keep this more updated otherwise what will that 1 guy who views my blog think?! Here's what I've been working on recently. This was done over the course of 2 and half weeks in my hours away from work, so realistically I'd say this probably took more like 7 days to create this scene. I wanted to demonstrate my current abilities by doing some personal scenes, as a lot of the stuff I do at work is all under non disclosure top secret military mumbo jumbo, bah! This was really fun to do after a long stretch of just doing odd assets here and there, it was good to really crunch down to finish something and assemble it in a scene. It's also taught me a lot more about planning,. like it's really important to get your block out and proportions right! If you use the grid properly, it'll make your life soo much easier. Anyways, keep updated as I'll be posting more arts soon!










Wednesday, 22 February 2012

Hey, just thought I'd post a WIP shot of something I'm working on for Unity iOS, check it out! :)

Tuesday, 14 February 2012

Typhoon 25MM & Regatta Hotel

Ah, it's been a very busy few weeks! Got back from my holiday in Melbourne & immediately got straight back to working on 3D art. It's been very hectic as I've been job hunting & then doing multiple art tests while doing contract work in addition to my own personal stuff I want to do. Now that I'm done with the two of the art tests, I believe I can show them now. :)




So this one was doing for KBR or Catalyst Interactive, a military simulation company that uses CryEngine 3 based in Canberra. It involved me taking an existing high poly that was directly exported out of CryEngine & creating a LOD that was half triangle count & then furthermore to texture it. This was very fun, but my god was the mesh flow messy so that made it a bit of a challenge to fix.

Will post more work soon, making some hand painted environments for a iOS project I'm currently doing, so keep checking back!

Sunday, 29 January 2012

Construction Yard Project

Phew I've finally got it done! All that hard work and staying up late throughout many nights is paying off with some pretty sweet looking stuff in the end! :)

Alrighty, this is the first time I've kept a log of how I went about this project and steps to achieve it. Basically it was asked of me if I could do realistic textures of construction environments/props/vehicles or another, and I was thinking in my head, "Hell yeah I can!" but came out with the more moderate response of, "Sure I can." :) So this is what I've got.







This took 6 days to complete the environment and 4 days to complete the excavator. I'll start with the environment workflow. Firstly I collected reference for construction sites, to get a clear memory bank of  what's exactly in a construction site, and then looking up further reference of things like how scaffolding works, the exact look of barrels, shipping containers, portaloos, fences, concrete slabs etc. Next came to sketching up rough layouts of how I wanted the environment to look in my sketchbook. After I have a rough top down view of that, its time to come to the modelling phase. I modelled all the assets closely from the reference library I had, making sure I had the looks and proportions right. After I had all the models done came unwrapping and texturing. Running textures through Crazybump & using a fantastic Photoshop plugin called nDo made it soo much easier, it really helps me be efficient. Instant normal & spec maps that looks pimp for tiling textures from Crazybump, and they're so easy to make! With nDo to get really remarkable precision just by creating shapes and converting them to normal maps was awesome too. It really helps out, because to maximise efficiency, why would you need to make a high poly when you can just make a sweet normal map in Photoshop?Next was putting it into UDK and that was pretty simple too since I've had lots of experience with it before. Lighting was easy since Lightmass is the bomb too at getting sexy lighting with little to no hassle. All in all, it turned out well.





Ah! Complex models are intimidating! Again, I gathered bunches upon bunches of reference to get everything looking right for the excavator. Planning out which bits are symmetrical and using the Symmetry modifier helped out a bunch, and just basically modeling each part in different elements and sections of the vehicle works really well. After thats all done, making sure the texture space is even on each and every part was essential, you'd get super blurry textures if I skipped this step. Once again, a little bit of trusty nDo was my friend again to assist in the normal map creation process, to complement using xNormal to project the high poly onto the low poly. Texturing this was a challenge as well, having to properly overlay grime and dirt and scratches on it to get it to look realistic.

Thursday, 19 January 2012

Hello World!

Hello World!

Being an aspiring professional artist, I thought it would be a good idea to start my own Blogfolio. :)

I'll be posting updates and my personal artwork and share with everyone my quest towards becoming a better artist, because as any artist knows, theres always something you can improve on.

Anyways, stay tuned for some image uploads in the near future, also talking a little about myself and where I am and what I'm doing.

In the meantime visit my portfolio where all my latest and greatest works on there. :)

www.bugfush.com