1. #1
    New Member Follow User Gallery
    Join Date
    Jan 2009
    Age
    40
    Posts
    7

    Default Freelance Artist - Environment Assets. Some of my job...Zbrush & Low Poly

    hi guys,

    My name is Sebastien Froncek, I am Senior 3D artist specialized in Environment assets & Characters for Next Generation Video Games. I am working actually as freelance from South Asia. I have more 10 years experience in 3D industry and Video Games (Ubisoft France (Paris) & Ubisoft Canada (Montreal)). I worked on FarCry 2, Prince of Persia 3 (Two Thrones), Splinter Cell (Double agent, Pandora), Rainbow 6 (Lockdown)...

    You can find more at www.3D-Masala.com

    All In-Game Models can be downloaded. There are scenes & Textures for 3DSMax and Unreal3 at http://www.3d-masala.com/Download.htm

    This is some of my work...

    McFarlane_InGame01.jpg
    McFarlane_HighPoly02.jpg
    McFarlane_InGame02.jpg
    McFarlane_HighPoly.jpg
    Baobab_01.jpg
    Dogon_02.jpg
    FC2_HighPoly02.jpg
    Dogon_01.jpg
    Last edited by masala; 03-04-09 at 08:56 AM.

  2. #2
    Senior Member Follow User Gallery
    Join Date
    Mar 2008
    Age
    30
    Posts
    287

    Default

    Wow, i can't believe noone commented, very cool work! When you go to make the low poly mesh, is there a specific loop structure that you follow, or are you just trying to keep it as low as possible while maintaining as much detail as possible?

  3. #3
    Senior Member Follow User Gallery
    Join Date
    Oct 2005
    Location
    Dubai
    Age
    33
    Posts
    409

    Default

    Absolutely briliiant!

  4. #4
    Senior Member Follow User Gallery
    Join Date
    Aug 2006
    Location
    Toronto
    Posts
    175

    Default

    Heres a tip from someone that does a lot of ingame pieces. You dont need as much geometric detail as you're putting into your ingame meshes. For instance that helmet would never be allowed into a game it has way too many un-necessary edges.

    Do you notice how even with all the netting being made in geometry, the outline of the helmet is still a smooth line? That means you should just let the normal maps represent the netting in that case.

    Same goes for the extra pocket and the buckle on the pouch, it's wasted geometry. This is the kind of thing normal maps are for.

    Long sory short, if it's not something that causes a strong silhouette, its not worth making in the ingame geometry. Especially on things that won't draw close attention like a pouch.

    Edit : Reading your post i see you claim to have 10 years experience. I suggest you work on your wasted topology bigtime. There's no excuse for it if you really do have that much experience and claim to be specialized in characters. I may sound like im being a jerk but you're talking a big game that your work is not backing up.
    Last edited by Art-Machine; 03-03-09 at 05:18 PM.
    Art-Machine - www.Art-Machine.com
    Professional Texture/Model Monkey - For Hire

  5. #5
    Senior Member Follow User Gallery
    Join Date
    Sep 2004
    Location
    Australia, Brisbane
    Posts
    286

    Default

    I agree with Art-machine, 10 years is more like principle artist status.
    So im too surprised by poly-count on some of those models.
    Nevertheless work looks good.

  6. #6
    New Member Follow User Gallery
    Join Date
    Jan 2009
    Age
    40
    Posts
    7

    Default

    Hey Guys !

    The Helmet you tell about is made for the In Game RTCinematic Vs. If You download The .Max or Unreal scene you will see:
    - 1 In Game model with basic posing (15200 Tris)
    - 2 In Game RTCinematic models with 2 posing (28800 Tris)

    My model with equipment has 15200 Tris, i think it s not so bad for a next Gen character model. For extra pocket and buckle on the pouch, i tried already without volume but for few Polys more you get better results...
    You can get here a better idea of the general topology...You can also download it and take a look... (http://www.3d-masala.com/Download.htm)

    McFarlane_InGame03.jpg
    helmet.jpg

    I will update the pic with the RTC Vs, i dont want people confused...It was already notified on www.3D-Masala.com but not on the post. Thx for alert!...
    Last edited by masala; 03-06-09 at 12:08 AM.

  7. #7
    ZBrush Team Follow User Gallery
    Join Date
    Aug 2007
    Location
    Los Angeles
    Posts
    137

    Default

    Great post!! Keep it up!

  8. #8
    Senior Member Follow User Gallery
    Join Date
    Apr 2004
    Location
    USA
    Age
    37
    Posts
    5,395

    Default

    Nice work.. Love the models both hi and low res.

  9. #9
    New Member Follow User Gallery
    Join Date
    Jan 2009
    Age
    40
    Posts
    7
    Last edited by masala; 03-04-09 at 08:47 AM.

  10. #10
    New Member Follow User Gallery
    Join Date
    Jan 2009
    Age
    40
    Posts
    7
    Last edited by masala; 03-04-09 at 08:57 AM.

  11. #11
    New Member Follow User Gallery
    Join Date
    Jan 2009
    Age
    40
    Posts
    7
    Last edited by masala; 03-04-09 at 08:46 AM.

  12. #12
    Member Follow User Gallery
    Join Date
    Apr 2008
    Location
    orlando
    Age
    32
    Posts
    43

    Wink cool job

    hey good work so far. this is not really my style but i love how you broke everything down. It really shows you have put a lot of time into this... keep it up
    Al Nunez- 3D Artist
    albinus_nunez@yahoo.com

    http://alnunez.net/

  13. #13
    Senior Member Follow User Gallery
    Join Date
    Aug 2007
    Posts
    121

    Default

    I gotta agree with Art-Machine. Messy meshes, but cool designs.

  14. #14
    Senior Member Follow User Gallery
    Join Date
    Nov 2008
    Location
    illinois
    Age
    24
    Posts
    105

    Default

    really cool man
    dig comments man there what make artist love their art more

    check out my pictures sometime

  15. #15
    Senior Member Follow User Gallery
    Join Date
    Dec 2007
    Age
    38
    Posts
    190

    Default

    Really nice work ! Keep them coming please

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •