In 2014 Alegorithmic decided to hold a contest to promote their products Substance Designer and the at the time brand new Substance Painter. The idea was to build and texture a game resolution Titan and submit it for evaluation. The limits to the model were 100.000 tris for the titan and 10.000 tris for the pedestal. The texture sheet was 8192*4096 for the titan and 1024*1024 for the pedestal. As I up till then never had entered a contest, I decided to participate. I had a great time making this piece although it was dificult to reach the deadline while having a full time job. In the end I took a week of holiday to finish it and even then it was a week with very little sleep. I didn’t manage to win anything but I’m happy that I actually finished it. Below are some more pictures of the piece.
[evp_embed_video url=”http://simonglas.net/wp-content/uploads/2013/06/Renders_TestAnim_1.mp4″] I finally have time to make another blog post. The first five months of this year were filled with working on the ‘Thors Hammer’ project, a themepark ride for the tusenfryd park in Norway. Although I really loved working on the project, it was almost a constant crunch time which left no free time or weekends to do my own stuff, no problem really, just the reason why I haven’t posted in five months. This is a little animation I’ve made to test the rig I’ve made for this moth. I’m working on a short animation where this moth will play a prominent role, but there will be more flying insects in there. The goal was to make a flexible rig which can be re-used for different flying insects. The render of this moth has nothing to do with the final animation of course as there are no textures, shaders of fur used. I normally animate in XSI, but it was a real pleasure to animate in Modo. It is amazing how far the animation toolset and workflow has come in just a few releases. Every time I thought ‘wouldn’t it be handy to have …’ it was […]
Last month I spend some time on updating and finishing my Orc. I made the sculpture somewhere around May but never bothered to texture it. When revisiting this sculpture I though I could do a bit better so I changed a few things. The biggest change was that I reduced the length of the maxilla, the orc is a stylized figure but I felt it bordered on the unbelievable. Hands and legs got more definition and skin folds and I also made him a bit older and made his expression a bit more intense, the old one was looking a bit too bland. After that it was on to texturing and rendering. I also sculpted a few rocks and added some grass and a bit of ground/dirt to place him more in a setting. Hope you like the end product. 🙂 Left is the old orc, right is the new one.
Lately I’ve been making a game character. I must say, that was a lot more work than I had anticipated. In the end it took me about seven days from start to finish, including a simple rig and a simple environment. Most of the high-res work was done in Zbrush with Modo for the modelling of the low-res parts and the final retopology. The budget they gave me was 5000 tris, not very high for todays standards, and I used 4972 of them. Modo was also used for painting of the textures, which is a little bit better than Zbrush I think because you can straight away set the resolution of the textures. In Zbrush you basically paint a vertex color map, so to get a decent resolution for your texture you need a fairly dense mesh. In Modo you really paint on the texture (which size you decide), even if you have a very low resolution mesh, which keeps the scene more responsive. An other advantage is that working with layers is easier, a drawback is that only 8 textures can be visible at the same time. Post work on the textures as well as painting specular and glow […]