Experiences In Creating The Lacuna Expanse Game Art – SESSION 3

Experiences In Creating The Lacuna Expanse Game Art – SESSION 3

May 6, 2011 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Experiences In Creating The Lacuna Expanse Game Art – SESSION 3
( Autodesk 3dsmax, Pixologic Zbrush and Adobe Photoshop)

Welcome to the third session of Lacuna Expanse Game Art. In this session we will go over the creation of the new web site mural (background). This is a change from the original plan for this session, although with the spur of the moment decision to budget for a mural design similar to the "Blizzard" sites, I think it is appropriate to do the same here with discussing it. The process was a fast moving machine with a short deadline. I created the mural in under 72 hours from start to finish. The web interface took a bit longer.

The game is now released for play and has been a success thus far. There are well over a thousand people playing at the point of releasing this article. The IPhone App has also been released!

A Tournament server has also been released. New features and enhancements are constantly being added… this is quite the game to play for free.

Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

November 9, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Pipeline and Workflow for Creating a Next-Gen Game Asset

In this tutorial will be exploring one of many production pipeline methods used for creating a next-gen game weapon. This process can easily be adapted to be used for any type of game asset, such as props, characters and environments.

This tutorial is designed for intermediate to advanced users and assumes that you have at least a fair understanding of each of the programs used. We will cover the entire process of creating a next-gen game asset, but I will not be going into a lot of detail for each specific step, just giving a general overview of the workflow involved. So let’s get started.

Creating The Lacuna Expanse Game Art – Session 2

Creating The Lacuna Expanse Game Art – Session 2

October 14, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Experiences In Creating The Lacuna Expanse Game Art – SESSION 2
( Autodesk 3dsmax and Adobe Photoshop)

I hope you enjoyed the prior session of the Lacuna Expanse artwork tutorial. In this 2nd installment I will be discussing the experiences of taking a raw 3d render into photoshop and creating the finished detailed planetary tiles, with variations. I will also be discussing the ground base creation along with a bunch of quick notes at the end.

This set of articles is meant to educate on the processes with tips and general information rather than being a complete tutorial from start to finish with creating a certain object. If you would like a dedicated tutorial for a certain object or item in this session set please contact me or Instatuts.

The game is now released for play and has been a success thus far. There are well over a thousand people playing at the point of releasing this article. The IPhone App has also been released!

Creating The Lacuna Expanse Game Art – Session 1

Creating The Lacuna Expanse Game Art – Session 1

October 4, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Experiences In Creating The Lacuna Expanse Game Art
( Autodesk 3dsmax and Adobe Photoshop)

In this 5 session set I will be going over my experiences with creating the world of artwork for the online and IPhone based game "Lacuna Expanse". The article set will start with JT Smith saying a few words about the game. Then I will begin to cover the difficulties and experiences involved with creating the mass of artwork and directing / creating the in-game and promotional materials. Then I will begin explaining the process of creating the artwork.

This set of articles is meant to educate on the processes with tips and general information rather than being a complete tutorial from start to finish with creating a certain object. If you would like a dedicated tutorial for a certain object or item in this session set please contact me or Instatuts.

Please take some time to check out the game. It can be played for free at www.lacunaexpanse.com

Author: Ryan W. Knope With Game Forward By JT Smith

Ryan W. Knope is a freelance 3D / 2D Artist / Consultant with 13 years experience in the 3D and 2D industry. His main artistic love lies with interior and exterior rendering although he takes on just about every type of graphics work. Ryan is also the architectural / interior voice for 3D Artist Magazine’s Question and Answer Panel. He lives with his wife Krista, in sunny Denver, Colorado.

Creating A Space Ship In 3DS Max (Session 2)

Creating A Space Ship In 3DS Max (Session 2)

August 6, 2010 in 3D, AutoDesk 3DSMax, Featured by Rufino

Creating A Space Ship In 3ds Max (Session 2)
( Autodesk 3dsmax 2010)

Welcome to the 2nd session of creating a space ship in 3dsmax 2010. In this session we will go over mirroring, welding and other various detailing elements including the thruster system and decals. This tutorial should be used as a guide to create and design your own space ship.

I hope you enjoy this session.

Author: Ryan W. Knope

Ryan W. Knope is a freelance 3D / 2D Artist / Consultant with 13 years experience in the 3D and 2D industry. His main artistic love lies with interior and exterior rendering although he takes on just about every type of graphics work. Recently he has directed and created most of the artwork for the game "Lacuna Expanse".

Ryan is also the architectural / interior voice for 3D Artist Magazine’s Question and Answer Panel. He lives with his wife Krista, in sunny Denver, Colorado.

Creating A Space Ship In 3DS Max

Creating A Space Ship In 3DS Max

June 25, 2010 in 3D, AutoDesk 3DSMax, Featured by Rufino

Creating A Space Ship In 3ds Max (Session 1)
( Autodesk 3dsmax 2010)

Here we will be begin to cover the modeling of a space ship in Autodesk 3ds Max. This is part 1 of a 2 part series. In this installment box modeling, soft selection, plugins and the use of modifiers will be covered. A general understanding of 3ds Max is needed for this tutorial. Topics covered in this tutorial can be applied to modeling a wide array of objects.

In this tutorial, I start by modeling both sides of the ship. About half way through, I stop modeling the other side of the ship, because we will mirror the other side, making it match perfectly.

Author: Ryan W. Knope

Ryan W. Knope is a freelance 3D / 2D Artist / Consultant with 13 years experience in the 3D and 2D industry. His main artistic love lies with interior and exterior rendering although he takes on just about every type of graphics work. Ryan is also the architectural / interior voice for 3D Artist Magazine’s Question and Answer Panel. He lives with his wife Krista, in sunny Denver, Colorado.

Furniture Design Rendering (Autodesk 3dsmax 2010 and Earlier)

Furniture Design Rendering (Autodesk 3dsmax 2010 and Earlier)

April 5, 2010 in 3D, AutoDesk 3DSMax, Featured by Rufino

Furniture Design Rendering
(Autodesk 3dsmax 2010 and Earlier)

Welcome to “Furniture Design Rendering”. In this tutorial we will cover the concepts of putting together a rendering that a furniture manufacturer and outlet would prefer. This tutorial is more of an overview of the entire process, rather than a complete modeling guide in 3d. Throughout the last year I have been working with a furniture company in Sweden, providing quick renderings at very cheap prices. This could be called you’re guide to breaking into that niche of the industry a little more easily.

Designing Text & Signage In 3D (Autodesk 3dsmax 2010 and Earlier)

Designing Text & Signage In 3D (Autodesk 3dsmax 2010 and Earlier)

February 4, 2010 in 3D, AutoDesk 3DSMax, Featured by Rufino

Designing Text & Signage In 3D
( Autodesk 3dsmax 2010 and Earlier)

In this tutorial we will cover creating detailed signage with the text, edit poly and other various tools in 3dsmax 2010. Most elements of this tutorial can be transferred to the earlier versions of this software. I will be using Mental Ray as my renderer.

Candle And Votive Holder In 3D

Candle And Votive Holder In 3D

January 21, 2010 in 3D, AutoDesk 3DSMax, Featured by admin

Candle And Votive Holder In 3D
( Autodesk 3dsmax 2010 and Earlier)

Welcome to the "Candle And Votive Holder" tutorial. In this tutorial we will be covering how to create the decorative glass along with the wax and flame. I am using Autodesk 3dsmax 2010 while writing this tutorial, although you should be able to follow along with earlier versions as well.

Create Realistic 3D Picture Frames in 3DS Max and Mental Ray

Create Realistic 3D Picture Frames in 3DS Max and Mental Ray

January 11, 2010 in 3D, AutoDesk 3DSMax, Featured by admin

Realistic Picture Frames And Wall Art In 3D
( Autodesk 3dsmax 2010 and Earlier)

Welcome to this educational session of 3D Design. In this session we will create a realistic set of Picture Frames / Wall Art in Autodesk 3dsmax 2010 and Mental Ray. Most of the educational aspects of this tutorial can be transferred to other 3D applications easily.

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