Hi guys,
It's been very quiet on this blog for a long time now which has a reason.
At the moment I've got a Website and an Artstation which features all my latest work so the there is no real purpose to this blog in that respect.
If you'd like to keep up to date with my work please either visit:
My Website
http://www.j-peters.com
My Artstation
https://www.artstation.com/joeppeters
There you fill find all the latest work that I did.
Joep Peters; VFX Texture Artist
My ventures into different areas of CG imagery and moving image.
Tuesday, January 16, 2018
Thursday, October 15, 2015
Spitfire Mk.II cockpit - Texture WIP
Well, it's been a while since there was an update on this model and there's a couple of reasons for that :)
Firstly I had to lay out the UV's in various UDIMs and do some texture tests to figure out the resolution I was going for. Initially I thought that 4096 would hold up with 6 UDIMs but it did not do so at all. So in the end we decided to go with 6x8192 tiles which holds up nicely from the pilots perspective. Should there be any close-up's needed it's easier to make textures specifically for that shot.
Secondly and most importantly I've switched renderers to V-ray and ditched Mental Ray for a number of reasons. Most importantly are render times since when Autodesk took over Mental Ray and made it standard in 3Dsmax they've stopped optimising it pretty much over the years. This means that Mental Ray as an "out of the box" renderer in 3Dsmax, while it gives nice results, is pretty slow. Now granted that I'm still figuring out V-ray (last time I used it was around 2008 I think) and I'm still optimising the settings, I've already greatly decreased render times.
Another reason for switching is that Mental-Ray, because it uses Max's standard interface, has a very convoluted way of setting up shaders that use Multi-UDIM textures. You basically have to make a comp material and set the offset for each UDIM seperately, which is a huge pain in the b*t. Couple that with the fact that using multiple large maps really seems to upset it in both render times and memory usage. V-ray uses the simple way of setting up things, you just link your texture and instead of COL_1001.tif you just use COL_.tif, disable tiling and voila, it works instantly.
Lastly, more and more studios (and thus more and more potential employers) are starting to use V-ray or are already using it. So from a personal development point of view it's good for me to also learn new things ;)
I've also started texturing obviously and so far I'm putting in the basic COL map (clean version) with all the dials etc. in. Have got a basic SPECR and also OPAC for the glass. Nothing fancy yet but it's starting to look ok :)
Keep in mind it's basic textures and I'm still figuring out the quirks in shading etc.
Firstly I had to lay out the UV's in various UDIMs and do some texture tests to figure out the resolution I was going for. Initially I thought that 4096 would hold up with 6 UDIMs but it did not do so at all. So in the end we decided to go with 6x8192 tiles which holds up nicely from the pilots perspective. Should there be any close-up's needed it's easier to make textures specifically for that shot.
Secondly and most importantly I've switched renderers to V-ray and ditched Mental Ray for a number of reasons. Most importantly are render times since when Autodesk took over Mental Ray and made it standard in 3Dsmax they've stopped optimising it pretty much over the years. This means that Mental Ray as an "out of the box" renderer in 3Dsmax, while it gives nice results, is pretty slow. Now granted that I'm still figuring out V-ray (last time I used it was around 2008 I think) and I'm still optimising the settings, I've already greatly decreased render times.
Another reason for switching is that Mental-Ray, because it uses Max's standard interface, has a very convoluted way of setting up shaders that use Multi-UDIM textures. You basically have to make a comp material and set the offset for each UDIM seperately, which is a huge pain in the b*t. Couple that with the fact that using multiple large maps really seems to upset it in both render times and memory usage. V-ray uses the simple
Lastly, more and more studios (and thus more and more potential employers) are starting to use V-ray or are already using it. So from a personal development point of view it's good for me to also learn new things ;)
I've also started texturing obviously and so far I'm putting in the basic COL map (clean version) with all the dials etc. in. Have got a basic SPECR and also OPAC for the glass. Nothing fancy yet but it's starting to look ok :)
Keep in mind it's basic textures and I'm still figuring out the quirks in shading etc.
Tuesday, July 28, 2015
VFX Texture Showreel 2015 – Joep Peters
Here is my latest showreel with some of the VFX texture work I've done over the past couple of years. Enjoy!
Wednesday, January 14, 2015
Spitfire Mk.II cockpit
I've been asked by a client to model a Spitfire Mk.II cockpit for their animation to fit in the plane they've already produced.
Model is finished, next up: the UV's and textures:
And two wireframes, smoothing set at 2 iterations:
Last updated: 04/09/2015
Model is finished, next up: the UV's and textures:
And two wireframes, smoothing set at 2 iterations:
Last updated: 04/09/2015
Monday, February 24, 2014
Sol Contingency Gameplay Trailer
Check out the first official gameplay trailer for Sol Contingency, the Descent reboot I’m helping to make!
We are very proud to have released our Trailer for Proving Grounds featuring nothing but in-game footage and a killer track by Seamless.
We hope this trailer gives everyone an idea of what we want to make of Sol-C and how we wish to treat the original Descent franchise with the care and love it deserves.
We are very proud to have released our Trailer for Proving Grounds featuring nothing but in-game footage and a killer track by Seamless.
We hope this trailer gives everyone an idea of what we want to make of Sol-C and how we wish to treat the original Descent franchise with the care and love it deserves.
Saturday, November 16, 2013
Wargaming.net Golden Joystick Contest won!
Yesterday the results were finally published and it turns out I won shared 1st place in the Wargaming.net Golden Joystick contest with my design!
Additionally my design was also chosen as one of the favourites which makes it all the better.
I entered the "drawing" category with my 3D design of an abstract award featuring elements of various featuring in Wargaming games like World of Tanks and World of Warplanes.
Results can be found here:
http://worldoftanks.eu/en/news/45/golden-joystick-contest-winners/
My design is the one on the bottom right.
Additionally my design was also chosen as one of the favourites which makes it all the better.
I entered the "drawing" category with my 3D design of an abstract award featuring elements of various featuring in Wargaming games like World of Tanks and World of Warplanes.
Results can be found here:
http://worldoftanks.eu/en/news/45/golden-joystick-contest-winners/
My design is the one on the bottom right.
Thursday, September 26, 2013
USAAF P-47C Pilot
And of course a shiny new plane is nothing without a pilot so I've copied my 1939 Panzer Crewmember model and started outfitting it like a USAAF pilot.
Currently he still has some old German gear on like the trousers and boots, but the rest is newly fitted US quality gear :)
I'm planning on putting most of the detail in the textures, not the model as they very rarely will be seen up close.
Update 11-10-2013:
After some experimenting I started sculpting up details in Z-brush. This will currently only be "permanent" features like small creases and folds, labels etc.
I will do an actual displacement pass once I pose the model later on after rigging.
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I'm planning on putting most of the detail in the textures, not the model as they very rarely will be seen up close.
Update 11-10-2013:
After some experimenting I started sculpting up details in Z-brush. This will currently only be "permanent" features like small creases and folds, labels etc.
I will do an actual displacement pass once I pose the model later on after rigging.
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