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About Digital Art / Student Member Van Elverdinghe Sébastien21/Male/Belgium Recent Activity
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Project Lightforce WIP 02 by Sebvhe
Project Lightforce WIP 02
We just added a new feature : the radio tower

You need to reach a radio tower and pass through it's blue ray to unlock nearby races.
In the near future there will be a system that will require a certain amount of points (earned in races) to unlock other towers.

Don't forget to follow our Facebook page : www.facebook.com/ProjectLightf…
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Project Lightforce WIP 01 by Sebvhe
Project Lightforce WIP 01
It's been a few month since I started working on this game. This is a screenshot of an area we currently have.
We are only 2 working on this and I'm in charge of asset creation and integration in the engine.
The game is a futuristic race game, if you want to know more as well as watch some gameplay videos, please follow us on Facebook : www.facebook.com/ProjectLightf…
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#2 Photogrammetry Shoe by Sebvhe
#2 Photogrammetry Shoe
Second attempt at photogrammetry with this shoe. It was way harder than the tree, I had to do a few attempts before getting a correct result. Then I had to refine it a bit in ZBrush (mostly for the laces). And processing the textures to remove lighting from the diffuse and creating the roughness took a while.
Anyway, I'm super happy with the result, photogrammetry definitely add a detail pass that the artist usually miss. I can't explain it but there is something that make the result more believable than traditionnal modelling.

Shoe is around 3k and using 2048² textures. The ground is a separate texture (with displacement) that was not in the initial scan.
Scanned from Agisoft Photoscan, refined in ZBrush and Rendered in Marmoset Toolbag 2
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#1 Photogrammetry Tree by Sebvhe
#1 Photogrammetry Tree
I woke up this morning and realized snow was falling, I decided to go for a walk on the forest and took several pictures of a tree trunk.
I processed them in Agisoft Photoscan and then obtained a High-Poly mesh. Finally I did some optimisations and texturing work, and now I have a perfectly working PBR game ready asset. it took me about 2 hours to make (most of it was just my computer processing really).
It was my first time using Agisoft Photoscan and the result is way above expectations ! I'll definitely do some more.
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Sebvhe
Van Elverdinghe Sébastien
Artist | Student | Digital Art
Belgium
Currently student in Video Game Art [4th year] in Namur, Belgium

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:iconnatah1:
Natah1 Featured By Owner Jun 16, 2014  Student General Artist
Chouette galerie. Je suis en première à l'esiaj. Cela donne envie de faire jv ;)
Reply
:iconsebvhe:
Sebvhe Featured By Owner Jun 16, 2014  Student Digital Artist
Je ne peux que t'encourager à prendre cette option, je ne l'ai pas regretté un seul instant :)
En plus les cours vont radicalement changer l'année prochaine et pour le mieux.
Évite juste d'écouter les pessimistes qui te font croire que c'est l'option la plus impossible du monde, de un ils n'y connaissent rien, de deux ils sont dans l'erreur. Il est tout à fait possible de réussir sa deuxième du premier coup si on est un poil motivé et présent en cours.
Bon courage en tout cas :)
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:iconnatah1:
Natah1 Featured By Owner Jun 16, 2014  Student General Artist
Ah je te remercie pour ta réponse ;)
J'hésite justement entre jv et illustration.
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:iconsebvhe:
Sebvhe Featured By Owner Jun 16, 2014  Student Digital Artist
Tu as des cours d'illustration en JV mais pas l'inverse.
Maintenant bon je te conseille tout de même de bien te renseigner, c'est pas pareil du tout comme options ;)
Reply
(1 Reply)
:icondcatz:
DCatz Featured By Owner Sep 30, 2013
How do you like working in 3D?

I have 3D studio max on my computer but I've never used it, it's more my hubbies thing for designing woodworking things. But I've been thinking of trying to do a few simple things in it.
Reply
:iconsebvhe:
Sebvhe Featured By Owner Sep 30, 2013  Student Digital Artist
My usual workflow consist in steps :
First I model the basic shape of my asset, this can be done in Maya, Max, Blender ...
Then I import it on a sculpting program (Zbrush or Mudbox) although this step is optional, you can do a high poly in 3DSMax but sculpting is better for organic models. For woodworking 3DSMax will be perfect.
After that I create the low poly asset (the one in the game engine) by creating a retopo of my Sculpt. This can be done manually in 3DCoat or automatically in ZBrush or MeshLab.
Then you need to unwrap the low poly, I usualy do this in Maya or 3dCoat.
Then you need to bake the details from the high poly to the low poly. This is done in xNormal (which is free)
Finally you need to create the diffuse and specular in photoshop.
This is somewhat long :P
But if you don't need to put your mesh in a game engine you can stop right after the sculpt !

Hope it helps ! :D
Reply
:icondreiks:
Dreiks Featured By Owner Sep 30, 2013  Hobbyist General Artist
Hey!

I was looking through your art and wondered if you would like to join a RPG video game development project?

You can take a look at some of the public info here:

Deviantart.com
phoenix--dream.deviantart.com/

Facebook.com
www.facebook.com/phoenixdreamr…

Our current official website
fadedhaven.com

Waiting for your soon reply,
Andris Celms, Producer and Creative Director of Phoenix Dream
Reply
:iconsebvhe:
Sebvhe Featured By Owner Sep 30, 2013  Student Digital Artist
Unfortunately I'm already really busy finding an scholar internship and making my own video game project for school.
I just don't have the time to start something else ...
Good luck for the future !
Reply
:icondreiks:
Dreiks Featured By Owner Oct 1, 2013  Hobbyist General Artist
Ok :) thanks for the reply and good luck with both your game and school ;)
Reply
:iconbringmeasunkist:
BringMeASunkist Featured By Owner Sep 10, 2013  Professional Digital Artist
Thanks for the fav, bud!
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