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©2007-2010 =15tetra
:icon15tetra:

Artist's Comments

finally some more game art :)
these are just straight screen grabs(my favorite way of showing real-time assets) so its pretty close to how it'd look in an engine, except my computer is a POS and can't get AA happening real-time, nor real-time cast shadows.

here are the specs
3.5k triangles
two 1024x1024 normal, specular and diffuse.
one 1024x1024 emissive map for the cheesy weak point ;)
one of max's default cube maps for the metal reflection

check out the high poly version here: [link]

weapons and pose coming one day (edit: turns out this was a lie haha)

edit: DD! Thanks everyone for the kind words and all the :+fav: :D

Daily Deviation

Given 2009-03-10

Solid, intriguing, and downright awesome; knight by ~15tetra is not a character to miss. (Featured by `technographer)

Comments


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:icon15tetra:
Hey, thanks Steve.

I studied at the AIE here in Canberra. Did that for 2 years, which is how long I've been doing 3d stuff. Just graduated at the end of 2006 :) so there ain't much to say, career wise(I'm still a noob, you could say)

I'm currently working at EyeCandy making characters and other fun stuff for commercials/games.

I notice you're working on a reel, are you currently studying 3d art?
:iconsircula:
Well I just tried starting my high poly helmet yesterday and I must say it looks terrible. I really dont know how you people get the forms to extrude so neatly, they always come out blobby for me even if I add extra small extrudes on top. Im beginning to realise how incredibly good your work is!
:iconluck6:
i like the design
nice normal mapping too
:iconnickar:
I love the design!
:iconsteve20:
I completed my Diploma of screen in 2005 and my course went for 18 months at Computer Graphics Collage. During 2006 I honed my skills in modelling and texturing. The collage I went to was a bit shonky, I think every student who went there felt they got ripped off including me, but at least I got the basics.

Now I’m working on my show reel which is based on modelling and texturing and it also demonstrates my knowledge of how to integrate XSI into my Pipeline in a non linear fashion.
:iconzoomzoom:
wow... that is great level of details for the game model.. i guess the bump map can do real wonders if used right...

--
watch things come to life...
[link]
:iconpeanutbutterwerewolf:
Wow... thats is too fucking awsome!!!! nice!!! I like!!!
:iconalithebandit:
whoa, the design is fantastic! the modeling, as well as normal mapping and texturing is extremely detailed and flawlessly applied! may i ask how long you worked on it?

Found in these Groups:

group avatar #Game-Art
Game development starts here!
group avatar #3D-Characters

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January 24, 2007
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