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  3. capone_adam

Posts by capone_adam

  • Urban American City Block

    • capone_adam
    • October 17, 2010 at 11:28 AM

    Thanks for the feedback! Here are some wires, changed a few things since this shot, mainly expanded the carpark/block at the back (the area with the ramp on bottom image) because when I started to think about it cars would find it difficult to park in there as it's too tight

    [Blocked Image: http://www.caponeart.com/AC_urbanwip06.jpg]

    Here is the dirt alpha that I'm using that you mention on the sidewalk in front of the main building. It's a floating plane and I use this all over the scene. I'm currently making a UV2 colour map so may not need them in the end. Not sure what makes you think it's green, it's mainly brown dirt but I do have a hint of green in there. I agree there is something not quite right about it though just can't figure out what it is, as you say it seems unnatural.

    edit : actually, looking at it again, this alpha texture is more green than I remembered it!

    [Blocked Image: http://www.caponeart.com/AC_urbanwip11.jpg]

  • Urban American City Block

    • capone_adam
    • October 16, 2010 at 7:20 PM

    Would love any feedback on this, going to spend another week polishing it. General stuff I'm working on is

    1 - Breaking up the floor into different areas. More divided. Signs on floor for the car park at the back.

    2 - More work with windows and doors

    3 - Cutting more into the buildings, breaking them up such as brick patterns on the sides or around windows.

    4 - More wear and tear, didn't have time to go in and make buildings less straight and perfect. Taking chips out of walls in the geometry etc.

    5 - More 'life' with more dirt alphas and more stickers/shop signs etc

    6 - Want to Map UV2 to have it's own colour mask. Quite a few engines I have worked with allow this technique and it's great for breaking up tileable areas.

    7 - Extra props (streetlamps, benches, bins etc)

    [Blocked Image: http://www.caponeart.com/AC_temprender.jpg]

  • Hearse Carriage - Vehicle model

    • capone_adam
    • February 1, 2010 at 11:28 PM

    Update :

    Bit of a lame screenshot but just a quick WIP. Not really started on the wood yet but starting to add colour shifts and edgework to fabrics and metal. You'll also noticed I've changed the lamps so they now have an interior.

    [Blocked Image: http://www.caponeart.com/wiphearse21.jpg]

  • Hearse Carriage - Vehicle model

    • capone_adam
    • January 31, 2010 at 12:19 AM

    Started texture pass, VERY VERY early days yet and just blocking out some basic colours. You'll notice straight away I'm trying to make it look more royal with added gold elements, this was one solution I had to break up all those black parts. Good direction? Another way I plan to add colour in there is later on with dead vegetation. There will also be warm colours in the metal, similar to that effect in the bottom right reference.

    Can I get away with a 2D texture on those lamps? or do I really need to remodel them and make an interior?

    [Blocked Image: http://www.caponeart.com/wiphearse20.jpg]

  • Hearse Carriage - Vehicle model

    • capone_adam
    • January 27, 2010 at 10:23 PM

    Yeah I'm really not concerned about making it exactly the same as the ref. It's more inspiration than technical ref.

    At a bit of a dilemma here. I really want to add colour into it but can't because hearses are black for a reason. Was thinking to add flowers on top but that would suggest it's new so I can't chip away at the wood and add dirt etc (which I think I'll need to pop out the details).

  • Hearse Carriage - Vehicle model

    • capone_adam
    • January 26, 2010 at 8:14 PM

    Mesh finished. Just over 14k.

    [Blocked Image: http://www.caponeart.com/hearse_01.jpg]

  • Hearse Carriage - Vehicle model

    • capone_adam
    • January 26, 2010 at 1:00 AM

    Just about done, getting ready for texture pass. Going to wait a day or so for feedback just incase there is anything quick I can fix before doing final renders.

    [Blocked Image: http://www.caponeart.com/wiphearse18.jpg]

  • Hearse Carriage - Vehicle model

    • capone_adam
    • January 25, 2010 at 5:38 PM

    Viewport render WIP

    Adding deco now...

    [Blocked Image: http://www.caponeart.com/wiphearse17.jpg]

  • Hearse Carriage - Vehicle model

    • capone_adam
    • January 25, 2010 at 10:07 AM

    My first Vehicle ,

    Main Ref [Blocked Image: http://www.caponeart.com/wiphearse2.jpg]

    Latest WIP [Blocked Image: http://www.caponeart.com/wiphearse15.jpg]

    Working on the deco now, am finding the small deco can be achieved in photoshop/nvidia but am trying out zbrush for the bigger deco.

  • Peter Asberg - Environment artist

    • capone_adam
    • September 28, 2009 at 11:05 AM

    Hey Peter,

    Wanted to say I really liked your info on metal surfaces and have linked to it on my blog (http://caponeart.blogspot.com/), liking your blog too and have made sure to bookmark that.

    Your portfolio is much improved over what it use to be from my vague memory and should be enough to get you a job but I do see potential improvement in the structure. You explain the different projects you've worked on but it's not clear when just browsing through the gallery so some people will have to piece it together by looking back and fourth from gallery to descriptions. My personal solution to this was to put html text on each image so that it can easily be edited if needed, originally I included the dates the work was made which was something that I later found out to be a no-no so thankfully I didn't have to edit each image.

    I try to not even put text within my images anymore as it can cause huge problems if you don't have the original PSD.

    I would say you can get rid of a few images, it seems a shame that your first page of images look very similar bar the bottom row. There are a few that look a bit too similar such as the one with the walkway on the water, you have two shots of seemingly the same area but different angles, I'd get rid of one. Then there is image 6 and 8 which seem to be very similar even though 8 stands out as the better composition, to me at least. Also lack of info again, did you model and texture the gun also?

    So yeah, good enough portfolio already but if you wanted to tweak it I'd look into those issues.

  • Photoshop Brush Managment

    • capone_adam
    • September 28, 2009 at 12:08 AM

    Been using Photoshop for years but always struggled to find a perfect solution for brush management. My current solution is actually not to really use the brush menu but just the brush editor to make new brushes that go into my tool presets. So I have about 10 of my favorite brushes in tool presets so it's quite limiting. I know there are all these brush collections out there you can get but usually there are only 1 or 2 that I like and attempt to tweak it and then add to my tool presets. I just hate the other method which is to have rows and rows and rows of brushes with tiny thumbs and having to brush with it to see what the brush is.

    How does everyone else do it?

  • Adam Capone - Environment Artist

    • capone_adam
    • September 3, 2009 at 11:07 PM

    Nice tutorials Bram! Have you ever come across tutorials that show how to actually sculpt stone type surfaces? Could do with some more help, if you want please check my WIP at...

    viewtopic.php?f=57&t=14395

    Hourences, will PM you.

  • wip_zbrush environment

    • capone_adam
    • September 3, 2009 at 11:04 PM

    Working on an environment. This is the basic base,

    [Blocked Image: http://www.caponeart.com/wipenvironment_04.jpg]

    Trying to do a zbrush pass on it but am quite inexperienced with it. Any advise would be welcome. My initial trouble is my zbrush passes always seem too clay like. Really need hard chiseled edges, at the moment I use layer, flat, standard, pinch.

    [Blocked Image: http://www.caponeart.com/wipenvironment_07.jpg]

  • Adam Capone - Environment Artist

    • capone_adam
    • September 2, 2009 at 11:13 PM

    I started trying to get my head round Zbrush again today, started doing a generic male sculpt, maybe I should be doing environments instead. I just find it much more difficult finding various environment zbrush tutorials as opposed to character.

    Anyway, thanks Pericolos. Yeah unfortunately on Terminator our assets were downsized and also all the colour maps we did couldn't fit into the game It often happens on most of the projects we do lol, the work ends up being comprised, even with Gears of War that happened! Many devs seem to go overboard, running things on the PC for much of the time and then when they try it on the console it's like "Oh, actually..." Seems that way to me anyway, hehe. Hope things are working out for you by the way

  • Adam Capone - Environment Artist

    • capone_adam
    • September 2, 2009 at 6:32 PM

    Thanks guys, looks like I'm going in the right direction. Just need to add more modeling. I'm not that good at making my own assignments though, really I could do with offering free work for people. Would have to be quite casual as I could have to up and leave at any moment, any of you guys know of any exciting mod projects that could do with a few props/environment content?

  • Adam Capone - Environment Artist

    • capone_adam
    • September 1, 2009 at 1:52 PM

    Recently left my work where I was mostly texturing game assets. It's been a bit of a surprise that while looking for work lately that I've hardly found any texturing only jobs in the industry. The only role that fits me that is out there seems to be that of Environment Artist in which case I'm expected to model too. So at the moment am brushing up on that area, already put some modeling work in both portfolio and blog.

    http://www.caponeart.com

  • Texture artist blog

    • capone_adam
    • January 20, 2008 at 1:38 PM

    Just to say after a long break I am starting up this blog again.

    http://caponeart.blogspot.com/

  • 17th century plague doctor - texture pass

    • capone_adam
    • October 15, 2007 at 10:16 AM

    Thanks for all the comments. I think I'll just use viewport screenshots and not the 'beauty' shot when I get round to updating my portfolio.

  • UT3 Demo leaked early!!

    • capone_adam
    • October 15, 2007 at 1:31 AM

    [Blocked Image: http://www.caponeart.com/unreal_01.jpg]

    I think many of the assets in this game are some of the best quality work seen in games yet. They are certainly alot more advanced than what we did with GOW. I've not seen the demo yet but it looks like its been put together in a way that looks rushed, hopefully its just for this beta.

    Its a shame these assets are going to be overlooked since I reckon most players will be playing this on lower settings and zooming past everything!

    It really pleases me though that you took the time to take a snapshot of the statue , that alone had so much research, concepting, modeling of seperate parts to come up with multiple variations, awsome modeling, amazing texture work.

    ...but most people don't even think about that when dashing around zapping their big guns

  • UT3 Demo leaked early!!

    • capone_adam
    • October 13, 2007 at 11:58 AM

    Yay, that asian level is the one my company worked on. I think you can see one of the pillars I textured in the background

    Yeah its a bit strange, I mean seriously the artwork here is mega incredible. Much more advanced then what was done with gears but argh you just don't notice it with these screenshots! I bet even when playing it they don't look that great as you're running past everything a million mph!

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