Leather Chair

Posted on October 14, 2009 by Helder.
Categories: Game Art, Personal.

Hey guys.

Here’s a small asset I did, once again for a competition over at the awesome community Game Artist! :)

leather chair

Wireframe

Texture sheets

Exterior Wall ~ Speed Texturing

Posted on July 15, 2009 by Helder.
Categories: Game Art, Personal.

Hey guys.

Few weeks ago, I participated on yet another speed texture competition, which I am also proud to say it got first place! :)

STC41render

STC41textures

wire

By the way,  some people asked me for the high polys, so here it is, the full thing!

___________________________

This is the source files for my entry on speed texturing competition at game-artist.net
http://www.game-artist.net/forums/speed-texturing/10170-stc-43-june-14-june-21-exterior-wall-9.html#post95965

there’s everything in there, .MAX with the original high poly, the low poly (just a plane :P )
and I’ve also included the original PSD files for all the maps. I’ve resized them to 1024*1024 tho,
as the originals were 2048*2048, they got to big to pack it into a RAR file.

I used xnormal to bake my original piece, but if you select the plane on the .MAX file It’s already set up
to render using Max’s baker.

You’ll need XOLIUL viewport shader to properly view this in Max’s viewport, I’ve placed it on the RAR as well,
just in case. (Although, you wont have parallax mapping on it, that’s why I used marmoset to submit my final pic)

This is it, keep in mind of course, that [U]I’m sharing this solo for your learning![/U]
I’m all for freedom of information and transparency, so I hope I encourage others to do the same
and share their workflows!

Be nice! ;)

___________________________

Download: http://rapidshare.com/files/249054816/HP_STC_wall.rar


Aliens SFAM ~ Competition Entry

Posted on April 6, 2009 by Helder.
Categories: Game Art, Personal.

Hey there guys! Me, Lee and Buddy finally finished working on this scene, right on time for the competition!

It has come a long way since I started this small project, then Lee joined along and after a few weeks Buddy joined in as well. Thing is, I’m so glad they did cos I don’t think I would make it on my own, it was a very ambitious scene!
But here it is, dead line for the competition is finally over and here is what we submitted, enjoy! :)

I would also want to thank Honza Rükr (creator of the website, Aliens Papercraft) who has helped us providing really great reference material for us to work with, he was a valuable help!

Moodboard

moodboard

Primary Screenshotprimary screenshotClick to see wireframe image

Secondary Screenshotsecondary screenshotClick to see wireframe image

Diffuse Map
Specular Map
Normal Map
Alpha Map

Credits:

Helder Pinto
Hélder Pinto – Online Portfolio
e-mail: helderhp”@”gmail.com

Lee Amarakoon
Lee Amarakoon | Level Designer
e-mail: gizmosan”@”gmail.com

Wojtek Starak
Wojtek Starak – Online Portfolio
e-mail: buddy_gman”@”hotmail.com

Honza Rük
(References)

http://aliens.humlak.cz/

Scene for a Movie ~ Aliens (Update #1)

Posted on March 4, 2009 by Helder.
Categories: Game Art, Personal.

Last week, I teamed up with Lee3Dee to recreate a scene from the movie Aliens.
Basically, this is a competition for the community Game-Artists.net, here’s the link for the competition details: http://events.game-artist.net/scene_from_a_movie/index.php

aliens

Movie: Aliens (1986)

Scene: Exterior of colony LV-426. (Hadleys Hope)

scene screenshot

We already gathered a lot of really useful references from the Aliens fans websites, and the Making-of, from the movie, and got started modeling some of the stuff from the scene. For now, I’m modeling vehicles and smaller props, and Lee is taking care of the buildings. Dead line is 29 March, so we don’t have much time left, but I’m pretty confident we will finish it on time.

Now for the fun part, here’s a few screenshots of the stuff we made so far. (needless to say, all this stuff is still very WIP)

APC, high poly

A bit old, ingame screenshot. (Objects without textures)

Finalized APC with baked normal maps, and AO. (3DsMax viewport screenshots)



Lee has also been doing a really great job with the buildings, here’s some screenshots from his work:

For more info, and more up-to-date progresses, and some more props I didn’t posted on this blog post, check out our thread, over at GA foruns:

http://www.game-artist.net/forums/scene-movie-competition/8708-sfam-weyland-corp.html

PS.
If you’re interested, you can also take a look at the refs we’re using, here:

http://www.helderpinto.com/images/SFAM-Aliens/

Corner ~ Speed Texturing

Posted on November 3, 2008 by Helder.
Categories: Game Art, Personal.

Here’s yet another entry for this week’s Speed Texturing Competition over at Game-Artists.net.

render

maps

Well ~ Speed Texturing

Posted on August 25, 2008 by Helder.
Categories: Game Art, Personal.

This is my entry for this month’s Speed Texturing Competition at GameArtist.net.

Results, first place.

well_render1well_render2well_sheet1

Game Art ~ Destroyed Pillar

Posted on August 20, 2008 by Helder.
Categories: Game Art, Personal.

Ok, here it is, one more prop!

Highly inspired by Eat3D tutorial: Old Pillar, I’ve made this prop from scratch!

The high poly mesh was sculpted on MudBox, low poly modeling on 3dsmax and textures on photoshop.
The Low Poly mesh has around 2000 tris, and all the texture maps are 1024*1024.

I’m working to put this prop into cryengine2, and when I’ll do so, I’ll post it here! :)

I hope you enjoy it, and as usual feel free to post on the comments section with constructive critics!

render1render2pillar_texture_sheets

Game Art ~ Old Radio

Posted on July 31, 2008 by Helder.
Categories: Game Art, Personal.

Now that I am finnaly finished with my Crysis map, it’s time to evolve on my Enviroment Art skills, and start making some props.

Here’s the first of many to come, something simple, an old radio.
I used only a specular and difuse map, with a poly count of 1100 tris.

promo pic - vulcano

Click the picture to see more angles, and the texture maps.