Wednesday, December 17, 2014

Teil 7 - Erstellung eines 3D-Modells für Computerspiele - Thema: "Fantasy-Waffe"

Etwas verspätet die Meldung in meinem Blog, aber es geht weiter. Vielleicht hat es ja der Ein oder Andere verpasst, deshalb:

Die siebte Episode in Deutsch vervollständigt den Retopologie-Teil. Die restlichen Elemente des Modells werden hier erstellt. Im achten Teil wird es dann mit der Erstellung der UV-Koordinaten und dem Baking-Prozess weiter gehen, um dann die Normalmaps aus dem High-Poly-Modell zu übertragen.

Viel Spaß
Chris


Monday, December 1, 2014

Part 7 (English) - How to create a 3D model for video games - Topic: Fantasy weapon

Here we are with the english version of episode 7 of my tutorial series how to create a game model.

In this episode I complete the retopology process and create the remaining low poly objects.

In the upcoming part 8 you will learn how to set the uvs and I will explain the baking process.

Thank you for watching
Chris


Thursday, November 20, 2014

Teil 6 - Erstellung eines 3D-Modells für Computerspiele - Thema: "Fantasy-Waffe"

Es ist soweit. Nach langer Abstinenz nähern wir uns langsam aber sicher dem letzten Bereich meiner Tutorialserie. Mit Teil 6 läute ich den Retopologie-Abschnitt ein. Viel Spaß!

International audience:
The english version follows soon! Thank you for your patience.


Wednesday, November 12, 2014

Forum artwork by Kargall le feu: Blue Boy

Kargal le feu has posted another very nice artwork called "Blue Boy".

  • Sculpted in 3D-Coat
  • Post FX in Adobe Photoshop



To visit Kargalls 3D Coat forum gallery use this link please: 3D Coat forum gallery
Kargalls official website with more very nice artworks: Official Website

Monday, November 3, 2014

Sneak peak at the upcoming 3D-Coat beta

Andrew Shpagin has published some deeper insights into the 3D-Coat version he is currently working on.

As you maybe know the current work is focused on expanding 3D-Coats painting abilities. One of the big changes is the rendering engine, which  is responsible for displaying all information you see inside the viewport. The old render engine was based on very basic shaders and got not much updates for a long time.

Now Andrew is implementing PBR (Physically Based Rendering) for the upcoming release. PBR is a rendering technique that is currently used in modern realtime render engines. This technique allows to simulate more realistic materials. The results resembles materials in real nature.

The new render technique give artists the possibility to present their work in a much higher quality. In many cases you will be not to be forced to render your models in the traditional way using renderers like vray or mental ray. Of course there are still a lot quality differences between the render techniques, but the PBR will save you a lot of time. Additionally you will be able to support modern render engines now like unreal angine 4 and others that are supporting PBR shaders.

3D-Coat is currently using a similar shader technique like marmoset toolbag and your work will be compatible to it.

To allow you do all this 3D-Coats internal layer struture and the realtime render engine were completely rewritten.

Following you see some examples using PBR in 3D-Coat and first usability screenshots.

Best wishes
Chris

 

Dirt support using ambient occlusion condition
"Dirt plastic" example

First insight into the new layer organisation
There is a dropbox library with more PBR material examples supported by 3D-Coat. You will find the gallery using the following link: More PBR shader examples