Finally done!
Vehicle models were modeled and textured by Josh Tyler (Rexxis), Kevin Ng (Ocquarian), and myself (Harban). Some environment textures we're provided by Phil Deem and Jeff Bodden to speed up the painting process and to stay consistent.
Thanks to everyone on the Steel to Ashes team!
My name is Jan Wyss, I'm a digital artist from Germany, currently living in San Francisco where I work as a 3D Environment artist. This blog is mainly dedicated to WIPs. For my full portfolio, please visit my website: deutschbagart.com; Thanks for having a look!
Saturday, December 10, 2011
Monday, December 5, 2011
the new cover (WIP)
slowly coming along... one of those meticulous calculated promo paintings.
The Logo is just a placeholder of course
The Logo is just a placeholder of course
Tuesday, November 29, 2011
a few sketches
the third one was more of a test just to play around with a steambot brushset... those brushes are simply amazing
Sunday, November 27, 2011
another one of these? yes...
took way too long for what it was worth... I'll be painting interiors for next 12 million years.
Note to self: don't eyeball perspective, you are not Feng Zhu!
Note to self: don't eyeball perspective, you are not Feng Zhu!
Friday, November 18, 2011
Tuesday, November 15, 2011
Magic Card project
a painting I did for my digi paint class, not for Wizards of the coast unfortunately xD
and my character skills are still meh...still needs refinement here and there.
and my character skills are still meh...still needs refinement here and there.
Monday, October 31, 2011
Saturday, October 29, 2011
Thursday, October 27, 2011
the preliminary Härbän
still needs ALOT of refinement, will definitely be done for the final version of the game. but deadlines are deadlines. rendered with 3point shader in max 2011
Monday, October 24, 2011
Thursday, October 20, 2011
Wednesday, October 19, 2011
Monday, October 10, 2011
preliminary sculpt
base sculpt for a digital painting. Alot of it is still really blobby because I figured it would be easier to fix those parts in the painting phase and I didn't want to spend too much time in Zbrush.
Thursday, October 6, 2011
Wednesday, September 28, 2011
continuing WIP
made a new master material, added world position offset to the lavapit to make it move, and continuing to make new assets
Saturday, September 24, 2011
gothclup environment wip
this is as far as i got for the 3d environments final alongside Matt Williams and Alejandro Anguiano
Sunday, September 18, 2011
Friday, September 16, 2011
Sunday, September 4, 2011
stadium light for steel to ashes
512 diffuse/normal/spec/emissive. 608 tris. Unlit and rendered in UDK
a bit too detailed for only being seen from far away, but it seems to work for what it is. Emissive could definitely use a better UV set. Yes, the normal map is crappy, but it really doesn't matter given the distance at which it will be seen in game.
a bit too detailed for only being seen from far away, but it seems to work for what it is. Emissive could definitely use a better UV set. Yes, the normal map is crappy, but it really doesn't matter given the distance at which it will be seen in game.
Friday, September 2, 2011
Sunday, August 28, 2011
Wednesday, August 24, 2011
Sunday, August 14, 2011
Volcano completed
quick viewport 2.0 screencaps. currently at 2048 diffuse, normal, spec, emissive... unfortunately cutting it in half does hurt quite a bit :(
Subscribe to:
Posts (Atom)