Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Friday, July 9, 2010

Disc Brake Assembly

Isometric view of a Disc Brake assembly made using Adobe Illustrator. I really enjoyed working on this project and what I have learned from it. My workflow is much faster now, and I have found a lot of useful shortcuts that have made that happen.




Close up


Close up

Monday, March 15, 2010

Terragen™ 2

Terragen™ 2 is a powerful solution for rendering and animating realistic natural environments. Create entire worlds from your imagination, or import real world terrain datasets and use Terragen 2 to create the most realistic visualisations possible. You control the weather, landscape, rivers, lakes and oceans, suns, moons and stars. With Terragen 2 you have complete control over the shader networks used for terrains, textures, micropolyon displacements, clouds and object distributions. You can reorganise the planetary shading pipeline to suit your goals. With the inclusion of Xfrog Plants libraries, you can populate your scenes with virtually unlimited numbers of highly detailed, realistic 3D plants. Place grass and trees wherever you want, as well as other objects in OBJ format that you can model in third party software.

- image courtesy Saurav Subedi 2008

Friday, March 12, 2010

The Art of UNCHARTED 2: Among Thieves™

I don't think we could be more excited to announce our newest book in our newest series. The Art of UNCHARTED 2: Among Thieves is the first book in our Art of the Game series, and what a way to start the series. The overwhelming choice for Game of the Year from 33 different outlets, Naughty Dog's instant classic on the PlayStation® 3 has set a new standard for games in visuals, story, performance and action.

Working directly with the Naughty Dog creative team to sift through the mountain of art used to create UNCHARTED 2, The Art of UNCHARTED 2: Among Thieves provides an amazing snapshot of the creation of the game. The book is Ballistic Publishing’s biggest book at 272 pages and reveals hundreds of pieces of unseen art not available outside of the Naughty Dog team.

The book starts with the concept art for both characters and environments, showing all of the main characters and levels in over 200 pages. Moving beyond a standard concept art book, we also feature the work of the character modeling team, the production art team, the motion-capture and cinematics team, and finally the effects team. Combined, all these chapters show how the entire team contribute to the final game.

- CG Talk

View the book here.

Tuesday, March 2, 2010

EXPOSÉ 8 - Call for Entries

Call For Entries - Ballistic Publishing is now calling on artists to submit digital images for consideration in EXPOSÉ 8. Images can be created in any 3D or digital illustration application. Photoshop and digitally manipulated photography is also welcome. We are interested in digitally-created fine art, whether it be 2D or 3D, for commercial use, or personal satisfaction.

There is no cost or limit to enter work for inclusion in EXPOSÉ 8. As with all Ballistic Publishing showcase publications, artists with work published in EXPOSÉ 8 will receive a complementary copy of the book and will enjoy worldwide exposure in the premier collection of digitally-created artwork to ever be published.

Wednesday, August 5, 2009

The Art of Franz Steiner

When I first saw this guy's work, I thought that all of the subjects in his pieces were modeled in Maya. I finally got motivated enough to look up his professional site and I found that the subjects are a mix of both humans and 3D models.
He works at Blutsbrüder Design... a design studio located both in Los Angeles and Germany, which him and father started. Very cool effects. There are many more examples of the blending of human forms and 3D models on the company's website. There are also many examples on Franz's CGPortfolio site.

Below is the original photoshoot image and the post 3d production work in the piece called "Bodyshopping 01". A lot of very impressive techniques being used here.