Showing posts with label high poly. Show all posts
Showing posts with label high poly. Show all posts

Wednesday, February 8, 2017

A Gun!

Sometimes I do 3D too! Here's a WIP. Baked at bottom.
















Monday, November 10, 2014

Lunch Crunch Gun #3 - More tweaking!

Here's the latest progress on my gun. Also got a paintover from a coworker. There's gonna be two modes with some sweet mass effecty animation. Rock n' Roll and Personal.

Latest shot first.






Thursday, October 9, 2014

Lunch crunch revival. The gun.

Revived an old project of mine. It's some funky gun that I also want to animate, it's based on my own brain so we'll see how it turns out and I'll mostly be working on it during the lunches here at work so we'll see how long it will take to make aswell.

I also plan to Quixel it.

Anyway. If you check the tags you can find older versions of it.


Wednesday, January 8, 2014

Wednesday, November 27, 2013

The handpainted über res scene. #1

First draft of something I'm poking around with. Gonna do a few composition tests. 


Tuesday, October 22, 2013

Mustang. Yeah you read it right, Mustang's back baby!

Long time no see. Did some work on this guy during some downtime. Been a very busy period of my life finishing up BF4 and what not. 

PS:: Check the trailer at the bottom. I worked on alot of those areas! (together with alot of other people. ;) ) 


Sunday, August 18, 2013

Time to render things properly.

Started playing around with with various render settings and what not to learn more and try to get some good template up for portfolio renders of high polies.

Learning more for each time I do it!





Tuesday, August 13, 2013

BASS - Big ass spider sentinel - More blocking in.

I'm still doing alot of experimentation but I'm liking the bulk it's getting in the front view. I'm gonna do more exciting stuff with the sideview as it's a bit plain right now (still blocking it out) . There's gonna be animated plates and extra stuff folding out. 

In short here's a few of my thoughts on where to go next.


  • Sort out the neck too, it's too long.
  • Try adding two front leg/arm things aswell and see if i can make it look good.
  • Get a better shape of the behind-body up.
  • Add room and space for animated plates and stuff. I'm thinking iron man suit kinda plates but bulkier. AI drone / Pilotable.
  • Body longer. More slanted.



The character model is a basemesh from Arshlevon, using it for scale. 
http://wiki.polycount.com/BaseMesh



Monday, August 5, 2013

Robot spider - high poly - wip.

Work in progress on the high poly spider i'm doing. Will be fully animated and rigged by the end , at least thats's the goal! :)



Saturday, August 3, 2013

Engage! + Spidey.

First up! Yup. I'm engaged now. After five years I guess it was time ;)


And now to what you came here for. More 3d stuff.



Wednesday, April 25, 2012

Saturday, April 2, 2011

Some more brawl stuff

Composition tests. Not sure yet on what we will go for.

Texture sheets that a guy on the polycount forum wanted to see. Will be 256x256's in the scene.



No fancy lensflares or dynamic light / shadows yet but they'll be there once it's in UDK. This is a max-screenshot. :)

Sunday, March 27, 2011

Loader update.

Here you go. Had to do a few cheap tricks here and there to save time (so much to do) but still pretty good end result :)

Here's an old youtube video with the blockout and early animation test. Now you know how it works.