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September 28th, 2009 by Kristoffer Helander

This will be a short post, but I’m done with the sculpting in Mudbox. So without further ado here are some screen captures of the different Sculpting Levels.

Xellyr Spider Level 0 (2040 quads)

Xellyr Spider Level 0 (2040 quads)

Xellyr Spider Level 1 (8160 quads)

Xellyr Spider Level 1 (8160 quads)

Xellyr Spider Level 2 (32640 quads)

Xellyr Spider Level 2 (32640 quads)

Xellyr Spider Level 3 (130560 quads)

Xellyr Spider Level 3 (130560 quads)

Xellyr Spider Level 4 (522240 quads)

Xellyr Spider Level 4 (522240 quads)

Xellyr Spider Level 5 (2 088 960 quads)

Xellyr Spider Level 5 (2 088 960 quads)

I got it up to about 2 million quads (4 million triangles) and then my laptop was down on it’s knees :P Here is a quick test of the generated Normal Map in 3ds max.

Xellyr Spider with Normal Bump

Xellyr Spider with Normal Bump

Next step will be to do some texture painting in Mudbox, will be fun to see result of that -  stay tuned! :)

Cheers mates!

September 20th, 2009 by Kristoffer Helander

I got a sudden urge to do some modelling. So I decided to go for some game creature modelling in 3ds Max and then do some sculpting of details in Mudbox and generate a normal map and also try out texture painting in Mudbox, that’s new to me.

So I decided to go for a giant spider, it is a classical fantasy creature, and I came up with the name Xellyr Spider – just for the heck off it :P

Here are some images of the low-poly, 3ds Max version. It’s 100% quads made up by 4080 triangles. Not very low-poly so let’s call it a next-gen game creature, or a boss creature :)

Xellyr Giant Spider - Shaded

Xellyr Giant Spider - Shaded

Xellyr Giant Spider - Wireframe

Xellyr Giant Spider - Wireframe

So all modelling and unwrapping was done in 3ds Max – got to love pelt mapping :D Next step will be to put it in the mudbox and sculpt away – it sure will be fun :)

See you soon for updates, cheers!

August 4th, 2009 by Kristoffer Helander

Autodesk has posted their Masterclasses from 2009 for free over at The Area. Just sign up (it’s free) and enjoy some tips and tricks from real masters of Autodesk softwares; including 3ds max, Maya, Mudbox, Softimage (nope, it is not called XSI any more), Motion Builder and mental ray. Here is the link; http://area.autodesk.com/masterclasses.

I personally find these two classes to be very interesting, in 3ds max:
Non-Photorealistic Rendering Techniques in Autodesk® 3ds Max®
with Gary M. Davis
Giant Robots: Using mental ray shaders to integrate CG elements into real shots
with Håkan “Master Zap” Andersson (Swedish guy! :) )

And I think I have a look at this one as well, its in Maya:
Fracture: procedural, collision event-driven destruction
with
Kevin Mannens (I do like destruction ;) )

I’ll have a look at the Mudbox class as well if I got the time.

Cheerio!