vendredi 24 juin 2016

Some fantasy weapons

CGTrader has launched a challenge about fantasy low-poly weapons.
I have decided to try and enter in the portfolio category, which means I have to create at least 8 fantasy weapons specifically for this challenge.

For all the models, the workflow was almost the same : low-poly modeling in Lightwave 2015 ; additional details sculpted in 3D-coat in high-poly and texturing made in substance painter.

Here are the first ones :

dimanche 3 avril 2016

Hexagonal modular fantasy landscape

For a personnel animation project, I have noted that creating landscape for large scene is quite easy with softwares like Terragen, and when I need a close-up, I can model a very detailed place matching my requirements. But for medium-range shots, it's bit more difficult to have something matching my needs while being detailed enough for getting a good realist even if closing-up.
I so thought of mocking up hexagonal wargame landscapes, to get something modular for my animation project.
I turned out to work quite well. I have created six various tiles for now, but more will come (with paths, forests, and some specifics for the project.
Each hexagonal tile can be used with 3 to 6 different orientations, and has three to four different weight maps for driving vegetation instances.
I made the base tiles in Lightwave, the sculpted them in 3D-Coat, and after retopo, painting was done in Substance Painter.

samedi 5 mars 2016

Stone Golem

I created a stone golem for a personal project. Sculpting and retopo were done one 3D-Coat. All painting in Substance Painter and rigging/rendering in Lightwave.

Below a demo video of the rigging :

Below the posed model uploaded in Sktechfab :

samedi 13 février 2016

Exporting a crowd scene from An(i)ma to Lightwave

In this video tutorial, I show the workflow to export collada scenes from Axys An(i)ma and how to import them into Lightwave without losing the textures. I'll also show the three different export options (by model, by animation, all in one group) and how to load the various associated MDD files. The sound is unfortunately not so good, and the following of the mouse by the capture software is a bit annoying. This is my first tuotiral with me new screen and mike, and I have to fine tune my settings. Anyway, I hope this will help.

dimanche 7 février 2016

Cybergladiators arena - Animation test

My futuristic gladiators arena won the second price of CGTrader virtual environment contest. To celebrate that, I decided to use it to create a scene inspired by a short sequence I had made 6 years ago.
In 2010, I used Quidam characters for the crowd and the robots. Robots were animated with motion capture files whereas the crowd was keyframes and instanced.
For this second try, I used my stadium, modeled in Lightwave and textured with Substance Designer, the same mocap for the robots, but these ones were retextured in Substance Painter.
For the crowd, I wanted to try Axyz an(i)ma crowd simulator. I used the free trial, in order to see if it could be interesting for a future purchase. The creation and import process into Lightwave was pretty straightforward thanks to An(i)ma collide and .MDD exporters. Composting was made in Motion 5.

lundi 4 janvier 2016

Futuristic gladiators arena II

Some more renders...
The model is globally finished. Now, I need to package the scene, export to various formats, and prepare some promotional renders.

dimanche 3 janvier 2016

Futuristic gladiators arena

This is a stadium or gladiator arena I made for CGTrader game environment challenge.
The project is not finished yet, although the deadline is only in three days, but I hope to get there in time.
Right now, I managed to keep the triangulated scene below the 50k polls limit authorized by the challenge.
Here are some render tests and a rough VPR preview in Lightwave.