Mostrando postagens com marcador marmoset toolbag. Mostrar todas as postagens
Mostrando postagens com marcador marmoset toolbag. Mostrar todas as postagens

segunda-feira, 7 de agosto de 2017

Beach Restaurant (Post 3)

Hi guys, finished the scenario these days, think last week to be more accurate. Really cool work, but did not found the artist who made it :(

Hope you guys like it.

Concept :


Final render:







Full resolution and other renders at:
https://www.artstation.com/artwork/VW0Zb

segunda-feira, 22 de maio de 2017

House in the Rock (Post 1)

Hello guys, I used this amazing scenario from Charlène Le Scanff to learn 3D Coat, and I tried to make it a lil fast, using 7h per day I finished it on 5 days.
I did learned 3D Coat, and I kind recomend it, because it has some features that could be improved, but it's brush is perfect. That I can not argue about.
Hope you guys like it :)

Link to the Artstation is right here, you can see the turntable and the marmoset viewer right there:
https://www.artstation.com/artwork/q31yL






segunda-feira, 24 de abril de 2017

LightHouse - Work in Progress (Post 1)

Recentemente entrei para um Challenge do Artstation para cenários em realtime, ideia inicial era começar usando o Marmoset Toolbag pra apenas ter as texturas se atualizando sozinhas e eu conseguir ter noção do que consertar, finalizando o projeto no Unreal Engine 4.

Acabou que eu demorei mais de 3 semanas pra começar o challenge, então perdi um tempo precioso que poderia ter gastado aprendendo todo sistema de iluminação e de textura do Unreal. Com isso resolvi finalizar pelo Marmoset e tentar arranjar uma maneira de iluminar razoavelmente.

No momento tenho 1800 objetos... sim! Quando resolvi fazer um cenário enorme com 700 objetos fiquei louco e prometi nunca mais fazer algo desse tamanho... e aqui estou... 
Além disso tenho 13 UVs, como o challenge para personagem limita a usar UVs em 4K, resolvi fazer o mesmo para o cenario e felizmente deu tudo certo.

No momento estou fazendo a textura da árvore para depois partir para a montanha e a pedra, são normalmente os últimos objetos que texturizo porque eu menos gosto de fazê-los.

No momento o cenário está assim:




Concept:



O link onde fico atualizando os renders ficam aqui, tenho por volta de 2 semanas para terminar esse environment:

https://www.artstation.com/contests/ancient-civilizations/challenges/19/submissions/13739#submission-update-58224

sábado, 21 de janeiro de 2017

Pandaria's Last Hope (Post 2) UPDATE

After I finished the scenario, I showed to some professionals and they said the light wasn't too good. I decide to try the lights to the night time, and the final render become waaaaaay better :)







Find the full work at: https://www.artstation.com/artist/asgqg/

sexta-feira, 13 de janeiro de 2017

Pandaria's Last Hope (Post 1)

This is a scenario I made for the Blizzard Art Contest Student 2016, I had to create my own concept and the environment should at least have tree, stones, grass and a small structure. I made in 20 days and it has around 90k polygons but without the tress it has around 43k faces.

The history behind it happens on Vale of Eternal Blossoms after the Heart of Y'Shaarj. The island is alive because the August Celestials are protecting the life there, that's why the animals have 4 textures, characterizing each Celestial.





Find the full work on: https://www.artstation.com/artist/asgqg/