Thursday, March 31, 2011

WIP

Here's a work in progress shot of my latest painting, going for a grungier, dirty style with a much more streamlined workflow this time and so far it's worked out great. I'm certainly getting good with the armour, this is only a quick render and it looks passable.


Gimp and GPS.

Wednesday, March 30, 2011

Amnesia Fan Art

After spending ten minutes in a dark closet Daniel finally cracks, grabbing odds and ends from around the castle he goes on a mad killing spree, scaring the heck out of everyone and thing in Brennenberg.

Monday, March 28, 2011

Hutchbuggy 2 step by step concept

I never really finished my first hutchbuggy - it was my first vehicle in Rigs of Rods and I didn't entirely understand the process, but I'm back with the intention of making V2. At the moment I'm exploring potential designs, I want something that looks solid and mean, something you can rip across the dunes or roar around the back trails with. A meaty 4x4 buggy/truck/hybrid. Below is the journey of one of these concepts from a rough 20 second sketch through to the finished concept after about 30 minutes or so. Of course at this stage I'm really only interested in shape and design.

A new speed painting

A quick one hour speed painting without reference. Next I'm gonna do some characters I think.

Thursday, March 24, 2011

Two days of Study

Here's the past two days of studies. They were all strictly time-limited, hard round brush only, no layers, no adjustments, no key modifiers and no selection tools so they're not the prettiest things out but immensely helpful for my painting. Both days I did three twenty minute studies and one thirty minute study and the following are in that order, click for larger view:










Reference photos courtesy of Morguefile.com.

Monday, March 21, 2011

Parallax - New Textures and Shaders - RoR

Parallax, specular, height and diffuse sure does look impressive. There's still a few issues in the new terrain for RoR, but it's looking like that side of things at least may get a massive graphical update soon thanks to tdev. This first texture took about five or ten minutes to make and doing it properly yields some pretty specular results ... hehe.

I think the trick will be to use these new options with care, going overboard with specular and all the others looks good but can often look quite unrealistic. Unfortunately it's quite hard to get things looking realistic as it requires a lot of fine tuning.

The following is an extreme example to highlight the effect:




This next screenshot shows a more realistic set up:




The following is a composition of 3 textures on the map: sand, dirt and wet, cracked soil.



It'll probably be a while until they make it into a map for RoR, but it's going to be awesome when they do :)

Saturday, March 19, 2011

Trailer/Load Depot and a Study

Another concept, this is a trailer depot for Rigs of Rods. Also, the truck shop is in game and working :)



This concept art is represents a pretty big improvement for me and just goes to show how good studies are. Last night I did two. You can see one of them below, it was strictly 20 minutes, hard round brush only, no undo, no layers and no adjustments.




It may not look like much but I learned quite a lot from that little painting :)

Thursday, March 17, 2011

Hutchinson's Auto nearly textured

I've nearly finished texturing Hutch's garage :) Shouldn't be too long until it's usable.



Tuesday, March 15, 2011

Hutchinson's Auto in-game

And the modeling is almost done, this is the mesh in RoR with just ambient occlusion baked on the base texture. Gabester's G2S.




Monday, March 14, 2011

Hutchinson's Auto concept art

Hutchinson's Auto! This'll be my first building done in 3D, here goes :)

Sunday, March 13, 2011

Ramps and Bridges

Modeled on my concept art, turned out well, fun to drive on too, especially that rickety bridge :)


 



UPDATE: There are actually 4 types of bridge:


Saturday, March 12, 2011

New concept art for Rigs of Rods

This is for objects I'm modeling for my track Desert Trails. The first is a ramp for a jump, the second is a bridge.


Thursday, March 10, 2011

Castle Ruins Speed-paint

This is a painting I just finished using my new Gimp brushes, they're still not done yet but will be up shortly, I want to add some more to the pack. They're all animated (current 2 brushes are angular so you can control the direction of the branch you paint with).


On DeviantArt: http://ljfhutch.deviantart.com/art/Castle-Ruins-Speed-paint-200404649

*

I'm getting ready to do a few mini-tutorials on painting in Gimp and also a modeling and texturing tutorial for Blender 2.56.

Wednesday, March 9, 2011

Improved vegetation

I just had a quick look at the vegetation on MRT and found a way of improving it thanks to some reference vids on youtube. It also boosts performance which is always good. As well as that I improved the ground model so the mud is better now. Screenshots below.




Birch Trees for RoR

Birch trees have got to be some of the most beautiful trees I reckon. I modeled and textured some yesterday, they're 500 polies each, made for the free and open source vehicle simulator Rigs of Rods. Some screenshots of them on my map Muddy Russian Tracks below.



Sunday, March 6, 2011

Rigs of Rods Maps

Got some RoR maps coming, just breaking through the last issues now. They'll be uploaded to the RoR repository as soon as I'm done.


 Desert Trails




 Muddy Russian Tracks


Remember to check the RoR repo for updates: http://www.rigsofrods.com/repository/

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