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boyluya's VideogameArt

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Post by boyluya Fri Jun 12, 2009 11:39 pm

Hi pipol. It's been a while since I last posted some of my works here sa CGP. I decided to concentrate more on 3d video game art. Eto na din magiging official thread ko dito (haha, may ganon?!). I'll post all my finished 3d game arts here.
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Post by boyluya Fri Jun 12, 2009 11:48 pm

One of the first characters I made, si Jiraiya ng Naruto series. Made using maya-zbrush-photoshop-xnormal. Eto ung specs, 11k tris, 2k color, normal and specular maps.

boyluya's VideogameArt Jiraiya1-1


boyluya's VideogameArt Jiraiya2-1


boyluya's VideogameArt Jiraiya3-1


Last edited by boyluya on Sun Jun 14, 2009 6:45 pm; edited 1 time in total
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Post by cgdigi Sun Jun 14, 2009 6:20 am

nice low poly modeling.. and use of normal maps Wink keep it up
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Post by boyluya Sun Jun 14, 2009 7:40 am

cgdigi wrote:nice low poly modeling.. and use of normal maps Wink keep it up


Salamat sir. Isa po ko sa madaming tagahanga ng mga gawa niyo sir.
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Post by xboy360 Tue Jun 16, 2009 4:18 am

w000t. Galing. Hindi ko talaga makuha ang character creation. Kainggit naman, huling huli na ako. xD Bro, any tips or tutorials on how to get started? Hindi ko gets yung workflow from Main App to Zbrush eh, lalo na yung hinaluan pa ng normal mapping na yan. xD Salamatz Very Happy
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Post by ishae_clanx Tue Jun 16, 2009 8:34 am

nice work sir.......request lang ad more detail gaya ng wepons and accessories para mas astig!
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Post by boyluya Tue Jun 23, 2009 8:24 am

@xboy360: Oy dude thanks.. Kamusta un project nyu? Kelan papalabas?

@ishae_clanx: Salamat. Ge try ko dude. Kaso tataas na un polycount.
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Post by boyluya Tue Jun 23, 2009 10:03 am

post ko lang po mga koya.. another wip na game model.. around 6k tris..


screengrabs from zb.. high poly..

boyluya's VideogameArt Fatman1


boyluya's VideogameArt Fatman2


realtime maya viewport.. low poly, normal map plus ao map..

boyluya's VideogameArt Fatman3


boyluya's VideogameArt Fatman4
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Post by boyluya Tue Jun 23, 2009 10:10 pm

some close-up shots from zb..



boyluya's VideogameArt 6

boyluya's VideogameArt 1-2

boyluya's VideogameArt 2-2

boyluya's VideogameArt 3-1

boyluya's VideogameArt 4-1

boyluya's VideogameArt 5
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Post by Norman Wed Jun 24, 2009 12:11 am

ganda parekoy....stig...pati yung mapping nya galing.......bangis mo.....hippie

parekoy may tutorial ba tayo ng mapping? gusto ko lang pag aralan ulit.......thanks
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Post by boyluya Wed Jun 24, 2009 2:05 am

f-fortyone wrote:ganda parekoy....stig...pati yung mapping nya galing.......bangis mo.....hippie

parekoy may tutorial ba tayo ng mapping? gusto ko lang pag aralan ulit.......thanks

Anong klaseng mapping ba dude? Ang alam ko lang kasi ung pag-games eh. Kasi lahat nmn ng pag map nag-iistart sa pag-layout mo ng uv's eh. Then pag ok na un uv's ng model mo pwde mo na gawen un iba't ibang maps like normal, color, specular, etc.(marami pa eh, like self-illumination map, cavity map, ambient oclussion map, alpha/transparency map.. bsta may iba pa d ko dn alam lahat, kaso un first 3, un ung usually gngamit sa games). Yun normal map pwde mo i-produce sa sculpting software mo like zbrush, mudbox, 3d coat or even sa loob ng traditional 3d app like maya or 3dsmax or sa xnormal, which is very popular sa mga game artist. Yung color or diffuse map, pwde sya gawen sa photoshop, bodypaint3d or even inside zb and mud. Yung specular map naman, it's a black and white image derived from your color map that represents ung anong portion ng model mo ung mataas ung specularity pg tinamaan ng lights. Generally, yan palang un alam ko. Tsaka try visiting these sites, madame ka matututunan.

boards.polycount.net
gameartisans.org
3dtotal.com
zbrushcentral.com

Inikot ko lang yang mga forums na yan, dyan ko natutunan lahat. OK nmn mga tao jan, helpful din. Hinde kasi tinuturo sa school un mga ganito, kaya ng self study/research na lang ako. Ang mahal pa naman ng tuition. Anyways, try mo na lang i-visit yan. Goodluck!
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Post by mammoo_03 Wed Jun 24, 2009 2:20 am

ganda nito sir, tindi nang detalye (modeling), keep us posted (w.i.p), thanks for sharing.
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Post by boyluya Wed Jun 24, 2009 2:26 am

[quote=\"mammoo_03\"]ganda nito sir, tindi nang detalye (modeling), keep us posted (w.i.p), thanks for sharing.[/quote]


Thank you dude. Hindi nmn msyado detailed.. Hinde kc kaya ng pc ko sobrang taas na polycount, kaya d ko na sinusubkan maglagay ng finer details. Hindi kc lahat ng finer details madalala sa ng normal map kasi limited lng ang texture space na pang-games. Saka stylized approach din ginawa ko, kasi pg ginawa kong photo-real, mahirap. Kasi once you start something na photo-real, kelangan i-prefect mo un. Nagsstart pa lng nmn ako kaya mejo stylized lng ang approach ko. Ge post ko un texture process in near future. Actually madame pa ko gagawen para sa portfolio ko and isha-share ko po lahat dito. Btw, I visited ur site. Ang angas ng mga renders mo. Vray po ba un? Wala ko alam pagdating sa vray and archi rendering eh, mental ray lang..


Last edited by boyluya on Wed Jun 24, 2009 2:36 am; edited 1 time in total
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Post by mammoo_03 Wed Jun 24, 2009 2:35 am

boyluya wrote:
mammoo_03 wrote:ganda nito sir, tindi nang detalye (modeling), keep us posted (w.i.p), thanks for sharing.


Thank you dude. Hindi nmn msyado detailed.. Hinde kc kaya ng pc ko sobrang taas na polycount, kaya d ko na sinusubkan maglagay ng finer details. Saka stylized approach din ginawa ko, kasi pg ginawa kong photo-real, mahirap. Kasi once you start something na photo-real, kelangan i-prefect mo un. Nagsstart pa lng nmn ako kaya mejo stylized lng ang approach ko. Post ko un texture process in near future. Actually madame pa ko gagawen para sa portfolio ko and isha-share ko po lahat dito. Btw, I visited ur site. Ang angas ng mga renders mo. Vray po ba un? Wala ko alam pagdating sa vray and archi rendering eh, mental ray lang..

salamat sir sa pagvisit sa online portfolio ko, dami pang malulupet compare sa akin, ahihihi. yung iba ay sa strataCX (machintosh based program), then the rest is 3dmax and vray demo plugin na. then lots of photoshop (esp. sa entourage-human). tambay kalang dito, especially sa vray section. daming tutorials.
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Post by boyluya Wed Jun 24, 2009 2:38 am

mammoo_03 wrote:
boyluya wrote:
mammoo_03 wrote:ganda nito sir, tindi nang detalye (modeling), keep us posted (w.i.p), thanks for sharing.


Thank you dude. Hindi nmn msyado detailed.. Hinde kc kaya ng pc ko sobrang taas na polycount, kaya d ko na sinusubkan maglagay ng finer details. Saka stylized approach din ginawa ko, kasi pg ginawa kong photo-real, mahirap. Kasi once you start something na photo-real, kelangan i-prefect mo un. Nagsstart pa lng nmn ako kaya mejo stylized lng ang approach ko. Post ko un texture process in near future. Actually madame pa ko gagawen para sa portfolio ko and isha-share ko po lahat dito. Btw, I visited ur site. Ang angas ng mga renders mo. Vray po ba un? Wala ko alam pagdating sa vray and archi rendering eh, mental ray lang..

salamat sir sa pagvisit sa online portfolio ko, dami pang malulupet compare sa akin, ahihihi. yung iba ay sa strataCX (machintosh based program), then the rest is 3dmax and vray demo plugin na. then lots of photoshop (esp. sa entourage-human). tambay kalang dito, especially sa vray section. daming tutorials.


Ge ge tambay lng ako dito.. Interested din ako matuto ng photo-real na rendering eh kaso ala pa tym.. Kelangan ko muna tapucn porfolio eh. Cgro pg mejo free na, for sure aaralin ko yan.
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Post by mailman Fri Jun 26, 2009 5:11 am

nice, sana makagawa rin ako ng ganito... 2thumbsup 2thumbsup
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Post by boyluya Sat Jun 27, 2009 4:58 am

mailman wrote:nice, sana makagawa rin ako ng ganito... 2thumbsup 2thumbsup


Thanks dude.. Kaya mo din yan for sure. Very Happy
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Post by boyluya Sat Jun 27, 2009 7:26 am

Hi pipol! Here's a new development in the 2nd character. I've just laid out the base colors of the diffuse, pero it may still change. I also added a shotgun and gloves. It still needs a lot of texture work and more love put into it.

boyluya's VideogameArt Fatman1-1
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Post by nahumreigh Sat Jun 27, 2009 9:09 pm

galeeeng... astig yung jiraiya mo Very Happy
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Post by boyluya Sat Jun 27, 2009 9:31 pm

nahumreigh wrote:galeeeng... astig yung jiraiya mo Very Happy


Thank you dude! Astig din un samurai mo. Ok un pgka-render ng scene. Eto kc aken, in-game render na. Naka set-up na lights dun, konting adjust nlng. Bale preview na sya ng mgging look nya sa loob ng videogame. D kc ako marunong mg-render sa loob ng traditional 3d app.. And about dun sa Jiraiya, mejo d pa ko satisfied sa outcome. Bka i-adjust ko pa sya ng konti. Nde kc sya "pervy" enough eh. Ska ganon dn gnawang comment nun pinost ko sya polycount and gameartisans. At ipo-pose ko dn yan, inaaral ko plng rigging. Bangis dn optimus mo. D ako mejo marunong pgdtng sa hard surface modeling pero xmpre gst ko dn matutunan.
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Post by v_wrangler Sun Jun 28, 2009 4:52 am

Nice, my only comments are the edges along the elbows, crotch and the knees. You'd need to make the triads effective in those areas otherwise this will not work for animation.

Did you design all these? Can you rig and skin?
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Post by boyluya Sun Jun 28, 2009 5:22 am

v_wrangler wrote:Nice, my only comments are the edges along the elbows, crotch and the knees. You'd need to make the triads effective in those areas otherwise this will not work for animation.

Did you design all these? Can you rig and skin?


Wow sir, thank you sa pag-comment! Nakita ko po un mga reels nyo, astig! Fan na fan nyo po ako.

Ah, nde ko po mga designs yan, mahina kc ako pgdtng sa concepting. Mixed lng sya ng bawat concept na nakikita ko sa gawa ng iba. Pinag hahalo-halo ko lng to form a new a idea or design. About dun sa topology sa may elbow, crotch and knee areas, cgro pwde ko pa sya i-resurface or i-adjust ng konti ung topology nya or baka makuha nmn sya sa weight painting. Nde pa kc ako marunong mag rig and animate eh, d pa tinuturo un s school, although me alam nmn ako kht pano kng ano un tamang topology pra ma-deform un mesh ng tama. Lahat kc ng alam ko sa 3d, ina-advance study ko lng. Nde kc tinuturo un ganto sa school, i mean un pang-videogames na 3d. I'm more interested kc sa 3d for games. And wala pa kong one year nagti-3d, so I am sure madame pa ko kelangan matutunan.

Sir sana in the future mkatrabaho ko kyo, I am really a big fan of your works.
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Post by boyluya Sun Jun 28, 2009 8:56 pm

Share ko lng.. I gave him a little more love to his color map.


boyluya's VideogameArt Front


boyluya's VideogameArt Back
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Post by Chrysley Mon Jun 29, 2009 4:17 am

boyluya wrote:Share ko lng.. I gave him a little more love to his color map.


boyluya's VideogameArt Front


boyluya's VideogameArt Back

Good concept. He needs a little more work anatomy-wise. You need to decide whether he should be a fat character or a muscled character. Right now he's looking like he has abs on his pot-belly. Muscles on a fat character are only noticeable on his limbs. Get as much reference as you can on the type of body that you want.
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Post by boyluya Mon Jun 29, 2009 5:42 am

Chrysley wrote:
boyluya wrote:Share ko lng.. I gave him a little more love to his color map.


boyluya's VideogameArt Front


boyluya's VideogameArt Back

Good concept. He needs a little more work anatomy-wise. You need to decide whether he should be a fat character or a muscled character. Right now he's looking like he has abs on his pot-belly. Muscles on a fat character are only noticeable on his limbs. Get as much reference as you can on the type of body that you want.


Thanks for replying dude, appreciate it. But you see, it's a stylized character. So it could be a combination of a fat or a muscled guy or whatever you can possibly think of. About it's anatomy, I think it's pretty decent. I am not saying it's perfect, but i think it's forgivable. I just combined the anatomy of a fat and a muscled man, to obtain a stylized approach. Also, I am not aiming for something photo real, cause once you start doing something photo real, you have to perfect it so it won't look weird. If this would be used for something like film, I'll definitely make it something as photo real. Besides, the specs used here are specs of a videogame asset. Meaning, limited polycount (it's only around 7k tris) and limited texture space. So, it's hard to get the same form and details as much as the high poly mesh.
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