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  3. capone_adam

Posts by capone_adam

  • Texture artist blog

    • capone_adam
    • September 2, 2007 at 10:29 PM
    Quote from Phobos

    I've relaunched my site with a blog backing. I plan to do similar but more oriented to my adventures and experiments. Once I get up and running on a suitable computer more likely the content will contain UE3 and High poly cg scenage.

    Sounds good, I work alot with the U3 engine so would be very interested in that.

    Slick - Yeah I'm a bit paranoid about showing lots of stuff, that was what I did with my last site and it became messy. I'm building up this one slowly. Of course NDA's don't help. I hope to be adding two of my overlord assets in the next 2 weeks but it could be a while till I get to post any unreal 3 work. Ha and as for Saints Row, I'm totally ashamed of all my work on that (it was my first title).

  • Texture artist blog

    • capone_adam
    • August 19, 2007 at 2:47 PM

    Thanks for the support. I have some interesting stuff coming in the next 2 weeks including a lookback at a couple of my textures for Overlord where I'll highlight what good and bad aspects they have. Might do it with GOW as well. I also have a new concept art piece I've been working on recently and will show it alongside my first ever wacom tablet painting.

    I'll add little tips here and there as usual but other then that I'm running out of ideas so if you have any suggestions let me know.

  • totally random texture thread

    • capone_adam
    • August 9, 2007 at 2:31 PM

    The red 'carpet' like material to brick transition is a bit confusing. Not sure what you're try to do there?

    The diffuse for the floor texture looks great.

  • Texture artist blog

    • capone_adam
    • August 2, 2007 at 3:09 PM

    ? Links not working ? - Just fixed them

  • Texture artist blog

    • capone_adam
    • August 2, 2007 at 2:14 PM

    Hey,

    I'm currently starting on a blog that I hope can be useful for those looking to go into an into a similar field. If anyone is interested please check it out and perhaps let me know if you have any ideas or topics for me to cover in the future.

    http://%7boption%7d - blog

    http://%7boption%7d- website

    Does anyone know of any other texture artists or even game artists that do blogs? That would help me out also.

    Thanks for your time.

  • Treasure Chest - WIP

    • capone_adam
    • July 30, 2007 at 8:44 PM
    Quote from Steppenwolf

    you can make the woods behind the detail stuff one plane and you can weld some vertices in the center of the crate where its mirrored. would save you around 75 tris.

    ah I see what you mean with the plane. I always forget you can do that.

  • Treasure Chest - WIP

    • capone_adam
    • July 30, 2007 at 7:52 PM
    Quote from Skjalg

    VERY nice normal map you got there... You are really good at skinning... The chest could loose a few polies though, and still keep the same shape.

    Thanks for the feedback. I don't see any polys I could take out? The only one in question as far as I can see is on the front in the middle though the only other option would involve a really harsh connection. Is this the one you meant or are there others?

  • Treasure Chest - WIP

    • capone_adam
    • July 30, 2007 at 6:28 PM

    Some WIP on a treasure chest I am working on. Just normals and diffuse so far.

    Still need to touch up textures, create a specular to light up the metal and fix the normal map (the sides in particular). Any advise?

    [Blocked Image: http://www.caponeart.com/del_chestwip1.jpg]

  • WIP - Dungeon Keeper (ModelingPass)

    • capone_adam
    • September 24, 2006 at 10:02 PM
    Quote from PhilipK

    Although since you've got a nice base there you could actually just copy your whole normalmap in photoshop and make set the new layer to overlay and it will make it stronger.

    Not quite sure what you mean Phillp?, overlay what exactly? my nvidia filter layers?

    Also, if I am getting results like these on the low poly model then doesn't that mean my normal map is wrong anyway?

    Thanks,

  • WIP - Dungeon Keeper (ModelingPass)

    • capone_adam
    • September 24, 2006 at 8:42 PM

    Wow that other design is uncanny

    Yeah that uv map looks wrong but it was the only way I could make my checker map on my character have squares instead of stretched rectangles if that makes sense. I didn't know what else to do as it was the only way to keep it all square.

    I actually reexported my mesh into zbrush and did a new head pass. Tried a different type of mouth so that it appears more defined on the low poly but as you can see it didn't work. Oh also my eyes are screwed. Oh and also if you look closley on my low poly you can see hard edges even though a)they don't appear on the texture and b)I autosmoothed the head.

    Starting to realize that large buldges like eye brows don't really work with low poly conversions. It works for all the subtle muscles really well. Zbrush seems a tad pointless since you can do subtle bumps quite easilly with nvidia filter.

    [Blocked Image: http://i93.photobucket.com/albums/l69/kenman2626/latest2.jpg]

  • WIP - Dungeon Keeper (ModelingPass)

    • capone_adam
    • September 24, 2006 at 4:02 PM

    I'm just concentrating on the head for now. Just UV mapped it and put it on my low poly mesh and argh, anyone able to tell me where I went wrong?

    [Blocked Image: http://i93.photobucket.com/albums/l69/kenman2626/2.jpg]

  • WIP - Dungeon Keeper (ModelingPass)

    • capone_adam
    • September 24, 2006 at 11:35 AM

    Just thought I would update you on my slowest moving project of all time

    Heh, I'm going against the concept now. I've realised that trying to create 'mickey mouse' in zbrush is pointless. The whole point of zbrush is to add those 'cliche' wrinkles and muscles.

    I'm thinking maybe I'm being too ambitious for my first zbrush pass...maybe I should either just do the head and then move on or to just move on anyway and do something simple like a brick?

    Anyway here is the pic, would love to hear your thoughts no matter how bad

    [Blocked Image: http://i93.photobucket.com/albums/l69/kenman2626/latest.jpg]

  • WIP - Dungeon Keeper (ModelingPass)

    • capone_adam
    • June 12, 2006 at 5:25 PM

    Started work on my 2D concept...

    [Blocked Image: http://f5.putfile.com/6/15311314972-thumb.jpg]

    Started on the head, still have a long way to go in terms of cleaning it up. This is the high poly version for the Zbrush pass so based on that please offer any crits. Thanks.

    [Blocked Image: http://f5.putfile.com/6/16204003650-thumb.jpg]

  • New Character project - Dungeon Keeper

    • capone_adam
    • June 3, 2006 at 4:39 PM

    Thanks for all the responce. The overal fave from all sources was to go with number 6 with some minor changes. Thought some of you may be interested to see what finally happened with this. Next...modeling...

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

  • New Character project - Dungeon Keeper

    • capone_adam
    • May 22, 2006 at 11:02 PM

    I really need to stick with a design but I wanted to come up with more. This is it now, 4 more designs which bring it to 10. It has to be along the lines of one of these 10.

    [Blocked Image: http://www.caponeart.com/wip_keepers2.jpg]

  • New Character project - Dungeon Keeper

    • capone_adam
    • May 17, 2006 at 10:41 PM

    Ok, it appears that everywhere I went number 6 was the fave. I took on board a few crits, mixed in some other liked elements from the other characters and proceeded to draw a final design. Here it is, before I fully clean it up and do the colour pass I will leave it till the weekend just incase anyone has some final suggestions.

    [Blocked Image: http://www.caponeart.com/wip_keeper6.jpg]

  • New Character project - Dungeon Keeper

    • capone_adam
    • May 9, 2006 at 2:58 AM

    ok, here are 6 rough designs. Any comments on which is the one to develop?

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

  • New Character project - Dungeon Keeper

    • capone_adam
    • May 6, 2006 at 9:00 PM

    Here is a update followed by a quick doodle of a complete new approach. Afterwards I may try a 'big and tough' type character.

    [Blocked Image: http://www.caponeart.com/wip_keeper3.jpg]

    [Blocked Image: http://www.caponeart.com/wip_keeper4.jpg]

  • New Character project - Dungeon Keeper

    • capone_adam
    • May 6, 2006 at 4:40 PM

    Koko, thanks for taking the time to point those out.

    Mino, yeah I plan to 'beef' up the arms when I start designing the costume.

    Been playing around with the sketch some more, are the legs still not readin well and look totally unrealistic in terms of balance?

    [Blocked Image: http://www.caponeart.com/wip_keeper2.jpg]

  • New Character project - Dungeon Keeper

    • capone_adam
    • May 6, 2006 at 12:32 PM

    Started a pet project. I'm working full time now (+ tonnes of extra time too) so rarely get time to myself. So this may go very slowly,

    Character is a thick dungeon keeper, quite a stereostypical character but as usual plan to go a bit crazy with it. For now though I'm just working on pose and proportion rather than detailed design. Feel free to crit however you please.

    [Blocked Image: http://www.caponeart.com/wip_keeper1.jpg]

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