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.
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.
=======================
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.
=======================
Tuesday, July 9, 2013
World of Tanks contest entry ‘JINX T-shirt design competition’
World of Tanks contest entry ‘JINX T-shirt design competition’. The contest was about designing a T-shirt with a World of Tanks theme.
This entry reached the final stage of the World Wide voting but did not make the final 50 unfortunately.
Sunday, July 7, 2013
P-47C Razorback texturing finished
After all this time I can finally call this model truly finished. Today I took care of the final texture fixes on my planning and this is it.
I'll make some beauty renders soon, these are to show the finished textures and model from various angles in relative close-up.
I'll make some beauty renders soon, these are to show the finished textures and model from various angles in relative close-up.
Monday, April 15, 2013
Sol Contingency
This is the brand new teaser for a project I'm helping on titled "Sol Contingency". Modelled/Sculpted/Textured the background!
Tuesday, March 19, 2013
Film reel 2013
I've just finished my film reel for 2012/2013 with work I've done at MPC in London. Enjoy!
Sunday, December 2, 2012
Panzer II Ausf. C - textures
A friend of mine asked if my Panzer IIC could star in one of his productions. A while back I made all the animations etc. and this weekend I've done a quick texturing job on the hull, turret and fenders which were still not UV'ed and textured. All in all this was roughly 13,5 hours work. More news on this project will follow later.
Tuesday, October 2, 2012
Republic P-47C Razorback colour
It's been quiet for a while since I was on a holiday and before that working on some freelance projects, but I've got more time on my hands again now to resume texturing.
During the last two days I've nearly finished the "labelling" on the plane (some lids still need numbers etc.) but also made some additions to the model itself. The reason is that I discovered it lacked a pitot tube and taxi light on the lift wing as well as the navigational lights on the right side :)
________________________
Please note this model still does not have any specular map, just getting the basic colour finished first and will develop the specular map once I start weathering it.
The markings are of Robert A. Lamb from 56th Fighter Group in 1943. I've not got something in mind for that particular aircraft but needed to pick one for working:)
During the last two days I've nearly finished the "labelling" on the plane (some lids still need numbers etc.) but also made some additions to the model itself. The reason is that I discovered it lacked a pitot tube and taxi light on the lift wing as well as the navigational lights on the right side :)
________________________
Please note this model still does not have any specular map, just getting the basic colour finished first and will develop the specular map once I start weathering it.
The markings are of Robert A. Lamb from 56th Fighter Group in 1943. I've not got something in mind for that particular aircraft but needed to pick one for working:)
Tuesday, July 10, 2012
Republic P-47C Razorback cockpit
The cockpit is finished as far as I'm concerned, added a subtle layer of dust on top of the scratches and other dust/grime.
Tuesday, May 22, 2012
BUMP/RIGGING: P-47C Razorback
I nearly finished the rig now, still looking into the gear as there is a
problem with a gimbal-lock I think. The rest is all hooked up to fancy
sliders and working!
And here is the finished bump map for the exterior. There might be something to add later you never know :) Enjoy!
Cobra 6
And here is the finished bump map for the exterior. There might be something to add later you never know :) Enjoy!
Cobra 6
Thursday, May 17, 2012
Rigging: Republic P-47C Razorback
Today I did not feel like texturing much so I decided to finish up the rigging of this bird to get it to a workable level. I've finished both landing gears (they close now properly at any angle of the bird with all covers etc.) and the flap arrangement. Now the flaps were quite interesting as this is roughly what they do when extending or contracting:
As you can see there are multiple hinges and dependencies here so it was a nice challenge to get working on both sides and still have them work whichever way you turn the plane :D
Some beauty shots I also felt like making:
Enjoy!
Still some texturing glitches in the colour map and I haven't fully finished the bump yet.
As you can see there are multiple hinges and dependencies here so it was a nice challenge to get working on both sides and still have them work whichever way you turn the plane :D
Some beauty shots I also felt like making:
Enjoy!
Still some texturing glitches in the colour map and I haven't fully finished the bump yet.
Thursday, May 10, 2012
Texturing: Republic P-47C Razorback
I've been busy unwrapping the P-47 and consequently started texturing. So far the bump map for the exterior is almost complete and there is a basic colour map for the exterior, interior and engine.
Saturday, March 3, 2012
Republic P-47C Razorback
The model of my P-47C is finally complete, time to move on to UV's and texturing!
More renders and wireframes can be found on my website here
More renders and wireframes can be found on my website here
Sunday, December 4, 2011
Tuesday, October 4, 2011
ERU / Nickelodeon TV commercial released
This is a TV commercial I produced together with Insert Media for Nickelodeon (Netherlands branch) and ERU.
The whole project took about 2 months from start to finish. My responsibilities were the following:
-Modelling
-Texturing
-Rigging
-Animation
-Lighting
-Rendering
Compositing and feedback during the project by Insert Media.
Commercial is property of Nickelodeon and may not be used in any form without written permission from them.
Copyright 2011 by Insert Media and Joep Peters.
The whole project took about 2 months from start to finish. My responsibilities were the following:
-Modelling
-Texturing
-Rigging
-Animation
-Lighting
-Rendering
Compositing and feedback during the project by Insert Media.
Commercial is property of Nickelodeon and may not be used in any form without written permission from them.
Copyright 2011 by Insert Media and Joep Peters.
Labels:
ERU Commercial
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