New action packed trailer of GRIP! Check it out below
Archive for category: Projects
Flintlock Rifle Breakdown
Hi, I’m Robert Berrier. I came into contact with 3D modeling about 10 years ago while following a basic 3D class at school. Back then they gave this course in 3D Studio Max 4. I didn’t know much about 3D and this industry except that some games where made using this technology. However, I was instantly hooked and spent many hours at home learning and playing around in 3D Max. Many years later it has become my job, providing my 3D modeling skills together with a solid foundation in art and style to many teams and projects. My focus is game art, but I have done other specialties like real estate visualizations and rendered CG as well. Read more →
Soon, together with Sketchfab, we are launching an article showcasing the creation process of the Flintlock rifle.
In the mean time while you wait you can download the mesh and texture maps for freeeeeeeeeeeeee!
Check it out at the resources page.
Have been working on a project from Caged Element called GRIP, an awesome race game and spiritual successor of one of my old favorites RollCage.
Thanks to Chris Mallinson I was able to help out and create one of their cars! I just finished it a few days ago. They still need to implement it correctly with all the effects. But it’s already functioning within their Unreal 4 project. Check out the screenshots below!
There is already a pre-alpha at:
Or just go here for their website:
I hope you all like it!
Completed a new model of an old Flintlock rifle. The texturing was done with Substance Painter giving me speed and accuracy for all the materials.
It’s been quiet on here, very quiet. That’s because I have been working on a new game project with a fresh new dev team. Together with a bunch of about 16 people, we have been working on Duckworld Adventures!
Thanks to Sanoma NL, we are able to not only work on this awesome project! But also collaborate with the artists, marketing and editorial people of the weekly Donald Duck magazine! How amazing is that?!
More info will follow this year!
In the mean time you can find more information at www.duckworld.com
And here another with cloth.
I started with a strange shape and added cloth wrinkles all around it. Done from my memory, no reference used.
Here is a quick update with a skull study.
I used reference images to get the shape right. Limited amount of detail since I wanted to focus on the overall shape.
Finished the Sci-fi corridor project with a small Unreal Dev Kit demo map. It was fun doing something with UDK again. Though had to learn a lot of the basic functions again. I really liked how easy some features are with their node based interfaces.
Second update on the Sci-Fi Corridor project. Wasn’t able to work on it much the last few weeks because of Panzer Pets and a few other things. Normal maps on the middle section is done, next is the doorway and then textures. Screenshot is from Marmoset.
Been busy on porting the Panzer Pets demo to Unity, that was used for presentations at GDC 2012. Sadly we didn’t have much time, most graphics are a direct copy from the pre-render source files used for flash. So as a result there is almost no optimization and very little polish. Though we were still able to make something nice and presentable that works good on a standalone windows build. It was also a good learning experience for Unity, since I never used it before.
Working on a new personal project to learn some more about in-game environment art. The well known, sci-fi corridor! So far I got blocking done and the wall section in high poly. Next up is making the doorway, and after that the low poly in a modular system.
Anyhow, here is a small preview from within 3Ds Max.