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Friday 21 December 2012

rFactor 2 round 2

I've spent a few days on this project again recently, after re aquainting myself with where I had left off, I  remodeled some bits, added some detail. It is not optimised and has no lower LOD's as yet. Texture art and materials is still work in progress.


















Monday 12 November 2012

concept art

I usually work from photo's, but I made this helmet from some concept art by a friend Ion.






Wednesday 10 October 2012

Roadkill Warriors

Here's a blast from the past, I found this old footage of early development of a mod called Roadkill Warriors which I made these vehicles for (not the police car) and developed their code, using uscript.
The environments, weapons and characters were the work of other members of the team.
The music was from some BlackDog remix I was involved with at that time.

Sunday 9 September 2012

Colt Navy 1851

I made this some time ago, it is high poly and has not yet been uv unwrapped. my intention was to make a few different versions, one with engraving etc. Could be used as 1st person model ingame, everything else you might need for a game could be extracted from this base model.

When I've got time I may attempt the engraving.

Friday 24 August 2012

3d doodle

A quik 3d doodle. (5 hours including artwork)
My new custom made bass pedal made by Dave Hall.
Possibly we may offer custom artwork for these boxes of electronic goodness.

Here is a link to Daves site....http://www.davehallamps.co.uk/ 














Monday 6 August 2012

3dsmax Animation

Just finished some animation work for the construction industry

Tuesday 17 April 2012

I've been a bit busy this last month with work and such.
Spent a few days on the Ferrari recently, some art for the dashboard, I now have three clocks working.
I've also sorted out most of the suspension as close as I can.
rFactor2 is still in beta, and at the moment has took the shine out of the look. I will post some pictures soon.

Sunday 11 March 2012

I have decided to put this project on hold for a number of reasons.
I thought I would make some business cards from this model.


Monday 5 March 2012

Hmm well, it's been a while since my last post, i've been asking a lot of questions at the ISI forums, i've been experimenting and trying things out. I got some tips about the tyres (thanks Andreas E) and now have a drivable vehicle, there is still a ton of things to do, mainly the cockpit view, dials, needles, warning lamps, mirrors etc. All the suspension is now linked up and actuating correctly. Tyres are now squishy but need adjusting/tuning as does the physics in general, although I would be happy to do the physics and indeed will certainly get it as good as I can, i'm thinking I could get somebody from the rFactor community to do a more thorough  job. Eventually I am planning to have some of the parts removeable, when I get into the damage system, (shame to let all that underbody detail go to waste)
 Currently this vehicle has 40 different parts (.gmt)and 66 textures (.dds) a lot of these textures are bump (normal maps), specular and damage versions mostly output from the main diffuse textures I have made in photoshop. Here is a breakdown of how i've shared out the texture space. All textures are power of two (square)
I have used one 2048 texture for the main body template, one 2048 for the chassis, one 512 for less important inside surfaces, one 512 for wheel, one 512 for tyrewall, one 512 for tyre tread, one 512 for dashboard/steeringwheel, one 128 for brakedisk and one 512 for windows and glass.
There will be a few more textures and some more modeling to go yet.

Heres a work In progress clip.

Tuesday 14 February 2012

I have to give this a break now, I am busy with other things for a while.
Also the tyre situation is way complex, have a look if you like...http://isiforums.net/f/showthread.php/1573
Look at the......rF2_TGM_TyreTool_Quickstart_V2.pdf
quickstart??
Its a well nice new feature but looks a little daunting/time consuming.
Makes squishy tyres.....http://www.youtube.com/watch?v=IPHjXEa0TaE
If this model does'nt make it into rFactor I may sell it on turbosquid.
I will remove 6 of it's exhaust pipes also, as it was a six cylinder engine.

Saturday 11 February 2012

I have decided to start exporting parts of the vehicle and importing into rFactor engine, experimenting a bit will help me decide on a naming convention amongst other things.
rFactor is in beta, so the guys at ISI are still making this game and the full version will not be ready till later this year. While it is a great honor to be allowed to make vehicles for this great game engine so early before release, it is also a lot of trial and error with some things as the support and help available is still thin on the ground due to the makers being very busy finishing the game.
As you can see here in this showroom shot, my windscreen is not transparent, but the shader is working ok for the carbody. I will continue bringing all the parts in and i'll update the texture art later.

Wednesday 8 February 2012

Not a great day, did about 3 hours this morning, then had some computer probs, but back on it now, working through the textures making everything look pretty.

Heres my desktop, it can get a bit busy at this stage.


Tuesday 7 February 2012

Had a bit of a break over the weekend.
Rendered all the ambient occlusion and started on the artwork for the main texture.
Since I last posted that about another 16 hours.
Hopefully i'll get all the artwork finished this week.
Once the model is completely textured, I'll break it up into all the parts I need to start exporting as .gmt's for importing into rFactor2 game engine.

Sunday 5 February 2012

I did 5 or 6 hours yesterday and 12 hours today and the UVW unwrapping is complete (lets hope)
With that done now, I can render ambient occlusion for each texture so I can start building layers in photoshop and rendering out diffuse colour, specular and some textures will have normal maps (bump)

Here is the UV template for the main body texture, this will be available for everyone to modify.
There are 8 textures altogether.

Main body
Chassis
Cockpit
Windows
Suspension
Tyre
Wheel
Brake Disk



Friday 3 February 2012

14 hours and the first stage of the UVWmapping is done (all surfaces mapped). Next i'll organize the mappings into different textures, i'll need to study rFactor's structure a bit more before I make descisions about how many different textures i'll use and what mapping will live in each space. The main body panels and anything else I want the user to be able to modify will all live in the main tex. The chassis and details in another but the windows, wheels and brake disks will each have their own tex. The suspension i'll split up so the body's can be modified but the mechanism will live with the other non paintable parts.

Thursday 2 February 2012

I managed to do about 10 hours over the weekend, and a further 8 hours over monday and tuesday. I attached everything that needs attaching, then named all objects and organised them into layers. I then went through the layers, methodically, one by one, squeezing more detail out of what I have modeled, optimizing, checking smoothing groups, material ID's, any faces with more than 4 sides. I am now ready for the UVW unwrapping.

Friday 27 January 2012

4 more hours last night and 11 more today, heh, and still more to do, but now with 50,000 tris. (not including the 10 minute carjack)

I have yet to do the steering box and one or two more details. not sure if the exhaust manifolds are exactly as they are, but that wont be seen ingame, as that particular body panel will not be removable by the damage system (at least on the low LOD version)



I will probably do a few more hours on the modelling tomorrow and get it optimised and ready for UVW mapping.
I have some paid work to do so will have to at least get stuck into that next week, do some project planning, figures etc

Thursday 26 January 2012

Another 11 hours, modeling almost finished. I put on a few max shaders, just to see how things are looking.
I still have some details to go, another day should do it.

First showroom test, just to check quality of surfaces and to look at how smoothing groups are being handled in rFactor2 engine. rFactor1 required smoothing groups be detached, (select smoothing group, detach as element) this maintains the smoothing groups. And yes, this is still the case with rF2.

Wednesday 25 January 2012

10 more hours....

Most of the inside bits are done, just suspension and one or two more details on the outside.
Model is around 28,000 tris, inclusive of meshsmooth on the outer panels.

Monday 23 January 2012

After following their brief workflow tutorial and not getting any results, a few days posting in the rFactor forum and some help from Krisidious, I now have the pipeline starting point I need so...
I've started working on a Ferrari Tipo Sharknose, for rFactor2.

Thats about 16 hours modelling.

Sunday 15 January 2012

rFactor2

rFactor2 beta was released a few days back.
I have been having a look around it's structure, downloading tutorials, tools etc
and setting up my pipeline. So far I am still jumping hurdles trying to get a first bit of geometry showing in their engine. (showroom view only)
I did make something for rF1, but it was a few years back.

Monday 9 January 2012

I have moved my portfolio to it's own tab. see above