ZBrushCentral

New Work - Realtime Game Art

I thought that I should start a thread with all my newest work in instead of lots of seperate threads that get lost easily.

First up is my newest piece- a generic space marine with all that entails - generic scar, chunky armour and glowing energy bits!

[SamChester_marine_pose.jpg]

This piece started out with an idea I had for a slightly stylised, over-exagerated head bust which I wanted to mix with some hard surface, sub-d practice. I would quite like to come back to this one and finish off hte lower body sometime but for now I think it works nicely as a bust.

About 5000 triangles, 1024 texture sets for both the head and body - rendered inside UE3 editor.

Like it alot especially the armor texture ,like hes been in battle a awful lot and also like the scar.Nice touch.

Body turnaround:

[attach=111483]SamChester_marine_orthos.jpg[/attach]
Head turnaround:

[attach=111298]SamChester_marine_head.jpg[/attach]

Attachments

SamChester_marine_head.jpg

SamChester_marine_orthos.jpg

Some of my old work - all realtime characters rendered in the UE3 editor:

beauty.jpg

Attachments

occultist_orthos.jpg

Ogre.jpg

interesting works. especially occultist orthos

Whoa! man great models textured, is that second to last image a realtime render, its pretty difened in topology great job.

wow, really diggin that marine head, and i love how much detail you’re getting out of ue3, really great results.

Also that 2nd char you posted is fantastic, any more pics of him (dude with the skulls)?

anyways, hope you post more, really great stuff

edit: just checked your website, great work man ^_^d

These are super cool man…I definitely love the sickly occult creature… I have a question for you about UE3 editor. I am trying to start showing my models in that editor and everytime I add all of my textured details, with normal maps, the normal maps are very weak :cry:

Do you have a method in making sure they import very strong just like in Zbrush or even Xnormal? thanks in advance.

I also love the marine…

Wow really cool models…really top quality works! :+1: :+1:

this is really gr8t art …hey dude i am really new to this and also untrained but i would like ur sure guidence for my artworks too

Thanks for all the great compliments guys!

nizza_waaarg: Thanks! There’s more renders (Some huge screencaps) of the undead summoner (skullguy!) on my website http://www.samchester.co.uk

HaloAnimator: Normal maps showing faintly could be down to not being imported as the correct type inside the UE3 editor. Are you sure that you are importing them as NormalMap with the correct compression type etc that this sets up? Also try checking the upackmin and unpackmax settings aswell as the SRGB flag against other normal maps which do work and copying their settings. Hope this helps!

I don;t understand what you mean by that… :qu: This is probably my first time using the editor so I have a lot to learn… do you have an example of that?

excellent works.Love unreal engine:).really nice characters.The marine fellas very good:):)…

Thanks for the replies guys!

[attach=111478]import.jpg[/attach]

@HaloAnimator: In the above texture import dialog instead of importing as TC_Default, try importing the normal map as TC_NormalMap - this sets up all the correct options and tickboxes for the normal map to display correctly inside the editor/ game.

Attachments

import.jpg

I think I got the hang of it…still learning the power of unreal and import my own characters with their rigs…still trying to figure out how to import objects with multiple pieces together…

Ultra cooool Works!!! You are Great Man!!! :+1: :smiley: :+1:

I decided to go with a different rendering style for my latest work.

Instead of screen capturing out of UE3 (as my computer at home can’t run it!) I decided to use standard MAX scanline materials with some post work in Photoshop.

These guys are pretty much to game specs with the polycount being approx 14,000 for the rider and 13,000 for the boar. They have normal, spec, diffuse and gloss maps.

I will post up some wires later although because they weren’t going into any specific engine/ target platform, and because o fthe post work that I had planned, I decided not to optimise too heavily.

[SamChester_rider_web.jpg]

Hi FAT_CAP! Cool worx man! Lookin’ forward to the new posts! :+1:

Here’s another shot of the rider and the steed.

Just realised that I haven’t got any wireframe shots on my drive at work so those will have to wait until I get home tonight. Hope you enjoy :smiley:

[SamChester_Boar_rider_web.jpg](javascript:zb_insimg(‘132928’,‘SamChester_Boar_rider_web.jpg’,1,0))

as I told you on polycount, awesome work ! :slight_smile: :+1: