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Showing posts from November, 2023

Making a fantasy Revolver

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 I started working on a gun I took the revolver from Darksider as inspiration and i used the base shape of the model to build my revolver. I created the shape using the quad draw tool I made a low poly version of the gun and I UV mapped the model I started adding extra details to the model.

Creating a portal

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I want to create a scene in unreal engine showcasing my model, to do so I want to make sure that the person can explore the scene, something small and easy   I started working on a small portal, i used a reference to work with and started making a model. I sued this as a reference but i don like the way it looks, so i decided to look for a better reference I found this reference, it is nice and it is very simple I started by importing the image and creating the first rune shape I managed to create a basic shape of the model I started adjusting the model and I added some details to make it more fantasy I started creating the base runes for the model using a reference I found on Pinterest. I now have the runes. I made sure to UV map everything on one page I made sure to rename all components correctly The model is ready to be exported I created a New Unreal Engine project called Mystic Realms, I will include all my new models in this scene and I will showcase the progress I make by impor

Mario Kart Scene

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I really want to create a scene with Dry Bones, I'm really inspired to make it stylized and cartoony, but i do need to make a character model and a kart that is easily recognizable. Considering the fact that I wanted to do this scene for fun and as quick as possible I went into Sketchfab and searched for an FBX format to Dry Bones from the Wii version of the game because that model is easier to adjust and fit into my vision. I really like stylized models and I wish to learn and understand how to create them for my own projects, but I need to practice and understand how to make them perfectly.  I saw a kart on Sketchfab and I thought about creating a small scene with a bunch of models and blending them all in with accurate texturing to make a scene from Mario Kart. I used this Kart model as a placeholder for my character Kart. I used a Dry Bone model I found , imported it into Maya, scaled, and adjusted the mesh to fit into the car by moving its components and making it look like h

Updating my Connections

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 Today I decided to adjust the link connections that I worked on last year, i made sure to add all my work and my previous games to my website I created a QR code connected to my Linktree I also modified my logo creating two version with different background. The QR Code will send people to this page on their phone: This is very important for easy access to my work and portfolio for anyone interested. I also created my own business using my logo and the QR code, this will be useful during meetings and networking with people. But the design was too simple so I made a new one, much cleaner than the original one with minor adjustments and I added a shading on the card for a more professional look. I updated the banner on my Artstation Portfolio, with some models I created and the QR code for easy access to my Linktree. This is how the profile will show up, much cleaner and it showcase all my work.

Creating the cursed Alchemy Set from Online refence

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I was thinking about the best way to create a model and make sure that the community would appreciate it more. I was scrolling trough X (twitter) and I saw a post by Hull Lariash I made some research on his account and I saw that it associated to Sea of Thieves. The post showcase a new item that the Autor would like to be added to the main game, so I took initiative and made a model myself for them. I used Maya to create the base model following the guidelines. I did use some creative freedom to make sure the model looked nice. I made sure to have all the UV cleaned up and set on one page I used effects to make the model look more cartoony and clean The author from the post liked my model and reposted it on his account The final rendered model My model is available here

Emissive effects

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I created adjusted a molten emissive effect for m axe to create a frost/ice weapon I followed this video to learn the effect. First I created a low poly model and a high poly version of the Axe I had some issues with my low poly model because, so I took a free axe model from sketchfab and I adjusted it to my preferences. My goals is to make sure to create an interesting effect for a simple axe. Then used substance painter to apply the textures and bake the high poly version i made for the model. i'm not too happy with the way the model Looked. Then I adjusted the emissive to create the Frost effect. I made an Updated version for the textures of this Axe, I also changed some parts of the axe to make the model more interesting. I went back on the textures for the model and I changed the way the model looks to give a Viking aesthetic, I also adjusted the intensity of the model tones and added an extra ring model with runes to make the model stronger and much more fitting for a fantas