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Bishop Absalons Castle – Asserbo Castle

Asserbo Castle was founded by Bishop Absalon in last half of the 1100′th century. Bishop Absalon belonged to the powerful Hvide family, the most powerful noble family in Denmark at that time. Bishop Absalon also founded Copenhagen.

The castle remained in North Zealand and today there is only a brick ruin left. You can see where the walls have been and the island is preserved. The castle is quite small with a few supply houses and a strong defense tower in the corner. A horseman kan pass the gate but not much more. The castle was surrounded by a rampart and there was access to the castle from the north by a drawbridge.

http://da.wikipedia.org/wiki/Asserbo_Slotsruin

This quick concept is a reconstruction of the castle as I think it must have looked in medieval times. The drawing is based on a photo I took of the island and moat last time I was there…

Asserbo Castle 1100

Building a “Ship of the Line” of the 17′th century.

This article is work in progress :)

In April 2011 I held a course in 3d at Denmark’s Design School where we built a real-time ship in 3ds max.
 
We went through how to set blueprint drawings into a 3d scene.
How to read drawings.
How to build the ship’s hull with ribs, and lines.
Strategies.
Textures and UV mapping.
Details.
 
To build a game model is a complex task which involves many challenges. A ship is neither a piece of static environment, nor is it a simple game object. It is something between a big house and a car… It has many details and if you do it wrong it will probably engulf the entire texture and polygon budget for the entire scene or game. In this exercise, we have built a 3D ship model, a warship from the 17th century.
 

First steps


We started to build planes in MAX and place the plan drawings of the ship we would build. When this was done we drew all the ribs which spline shapes by following layouts as illustrated here:

We did the first center rib based on the widest one in the mid-ship area, and then copied it out along the ship’s longitudinal axis (Z) by placing it as shown on the plan. (It is important to use the same rib model as the base because it is important thatvertex number is the same on all the ribs).Then we shaped each rib model individually from the ship center to the stem and rear, following the blueprints carefully (front view). When this initial task was done we roughed out the keel as marked up on the drawings(side view). It was placed exactly in the stage center cordinates 0.0.0
 

The Hull

When the ribs were in place and shaped correctly, we went on to make the surface of the ship’s hull.
There are several strategies. You can attache all splines with each other (we used splines to draw them), and using a surface modifier to create the surface. Or you can do it manually by collapsing all shapes to “editable poly” mode and build them together manually by extruding poly and connect with either snapping or bridging. We used the latter method since it is more sturdy and solid.

We started to collapse the elements for “editable poly” mode. This converts them into polygon models that could be edited. Then we walked to the edge edit mode and extruded side edge to the next rib element with snap tool so that each vertex was snapped to the same vertex on the next item. Then we deleted the interior polygons that were redundant.
When it was done, we ended up with a nice and controlled model of the outer hull surface. Finally we added a shell modifier to extrude the surface and provide the solid form.
 

Adding detail


When the basic hull was finished and welded together, we made deck and fore and aft castles. We implemented mesh planes and adjusted them according to the drawings. Then we added the Shell modifier to give them the desired thickness. The deck planes were aligned from the side view so they followed the cross-sectional drawings accurately. We also referenced to other original drawings from the 17th century.

When the decks was implemented it was time to make the gun ports. We turned off the the Shell modifier and then drew them into the edit poly cut tool in side view. When it was done, we enabled the Shell modifier again to make it solid.
 

UV’s and texture

This type of model should be mapped 100% generic as a piece of environment artwork, as it is quite large. The ship was mapped with a set of textures that all fits together in a large tile set, and can be combined with each other, both horizontally and vertically. Each texture type has it’s own material. The ships generic materials can be braked down to:
 

Bottom boards
Side boards
Details – Rails and ornament
Deck boards
The gallery – black paint

 

Each texture is first created by making a dummy placeholder to evaluate color, material, size and stretch before doing art.
 

We used a single multi-sub object in MAX to apply materials to the model. A Multi-Sub Object is a master material that holds many unique materials together in on material. All with a unique ID number that identifies the material. This number can be added to a polygon in the model, which will then show the material. The idea is that you can use many separate textures on a single mesh without having to split the object to separate parts to apply it.
 

Unwrapping
A ships hull is very curved and consists primarily of convex or concave shapes. This is difficult to express in a UV editor.
 
The whole model was first mapped to generic UV coordinates with a tile size of 4×4 meters by applying a standard UVW modifier and setting it to BOX mapping and setting size on all axes to 4 meters. The UV’s on the model was then reset to match 4 meters. This ensured that the size and pixel resolution of the textures was maintained throughout the whole model, so that all boards had the same size and detail to begin with.
 

UV’s were laid out in rows starting from the middle. By using a systematic approach, we made the model’s UV layout manually piece by piece. We started from the middle, because the shape of the model is least distorted here, and moved us towards both ends of the ship from here. UV’s was streched carefully and evaluated by keeping an eye on the texture. Texture has a circle drawn in to evaluate how much it is stretched.
 

On a curved object it is practically impossible to completely avoid stretch. Instead use the streching to your advantache. A little stretch can make the texture appear more unique, and fool the eye to believe that there is more detail, than there actually is.

 

The Gallery

The Gallery is the aft area and rear parts of the ship. This is the where the captian and officers has quarters.
This is complex to sculpt because all shapes is bending and/or angles. There is also both interior and exterior details to consider.
Windows and gunports makes it even more complex. It is important to follow a clean and well structured workflow here in order to keep the model clean of errors.
 
Key is to separate problems from each other and work on each part separately. Snap vertices to each other and make shure everything fits befor re-attaching objects and welding.

Note: Always start out by using shape from something you already created if possible. In this case detach a chunk from the hull mesh, go to the sub-object tap and start to create the side gallery geometry based on the hull. Use cut tool and edge extrude new polys to shape the gallery.
MAX can hide a selected object from the rest by pressing Alt “Q”. This gives more overview.
 

Gallery ornaments texture


This sheet shows the steps for creating ornamental highres shapes for projection and baking a high frequency normalmap (deep normals).
 
Step one – Select splines and do a line with rectangular shape selected. Look at ship reference and try to simplify the shapes (works best in game meshes when stuff is simplyfied and a little exaggerated).
 
Step two: Collapse to poly and delete the faces pointing backwards. Now select the top front faces and add a push modifier (inside sub object). Shape them as shown.
 
Step tree. round the ends by applying a chamfer operation on the corner edges in the ends.
 
Step four: Apply a turbo smooth modifier. Done
 
See this post for details for specific details on Normals map:
http://skalle.dk/skalleblog/import-normals-to-crazybump
 
This one covers settings for baking in MAX:
http://skalle.dk/skalleblog/projecting-high-frequency-normalmap

 

The masts, sail and rigging

When the basic hull, decks and railing was finished in first pass we contimued by adding the masts and rig. We created rudimentary sail layout and shaped them roughly to outline the rigging.

The next steps on this model would be:
 
Second pass detailing
Adding small parts like guns and ports, fittings, doors and rig detail.
Making textures based on dummy templates.
Sculpting details to the gallery.
Sculpting ornaments.
Creating normalmaps, specular and diffuse maps.
Export to Unity
Adding interior

 
This is the exercises we went through on this project. There is a lot to do on the model to make it a complete game object but at this point the model is well structured, easy to overlook and very nice to work with.

I’ll plan to make a complete tutorial pdf doc based on this project, when i have some time…
Cheers C

Der Schwartze Mühle – Drawing


This one is another view of the mill. It’s based on simple 3d wire from Sketchup. Paintover and drawing in Photoshop.

Big Biker

Biker concept from early Watchmen character designs. Black and white painting with Photoshop custom brushes…

CV

Curriculum Vitae:

Education: Masters degree in art and graphics design from Denmarks Design School 1991. 15 years of experience in videogames development.

2011: Developing  “PyraPusher”.

September 2011: Founded Skalle.dk – Private company.

September 2011: 50% Lecturer at The Royal Danish Academy of Fine Arts, 
Schools of Architecture, Design and Conservation, School of Design.

April 2011: Freelance Art Director/Artist. Teacher at the Danish Design School – Digital Interaction.

2010:  Chase Ace demo, Bear League (Commercial title) - Space Time Foam Aps

August 2009 : Art Director at Space Time Foam - Chase Ace demo development. Teacher at the Danish Design School – Digital Interaction.

March 2009: Freelance Art Director. Chase Ace – Space Time Foam Aps. ADD development and Concept. Teacher at DADIU at KUA.

2009: Freelance Art Director/Artist. Teacher at the Danish Design School – Digital Interaction.

2007 – 2008: Art Director/Concept Lead: Watchmen: 360, PS3 and PC. Warner Games. Teacher at the Danish Design School – Digital Interaction.

2006 – 2007: Art Director/Concept Lead: Killing Pablo Escobar prototype: 360, PS3 and PC: Unpublished. Art Director/Lead Artist: Bonnie & Clyde demo. Next Gen prototype: 360, PS3 And PC: Unpublished – Deadline Games.

2005 – 2006: Art Director/Artist: Overdose 2 – Tequila Gunrise. Graphics tech demo.  360, PS3 and PC.

2003 – 2005: Art Director/Lead Artist and Technical Artist: Total Overdose: PS2, X-box and PC: Eidos

2001 – 2003: Art Director/Lead Artist: Desert Rat prototype: PC: Unpublished. Technical and Lead Artist: Kapow Systems: Proprietary Last Gen engine: Deadline Games.

1999 – 2000: Art Director/Lead Artist: Globetrotter 1: PC: Vision Park

1997 – 1998: Artist: Crosstown: PC: Vision Park

1996 – 1997: Artist: BlackOut: PC: BMG

1994 – 1996: Multimedia Designer – DDB Needham. Various Commercial production: DDB Needham

1993 – 1994: Multimedia Designer at Vision. Commercial titles.

1991 – 1993: Freelance graphic artist. Illustration and graphics.

1987 – 1991: Master in Arts: Danish Design School

Released Games to present:

  • Watchmen – The end is nigh – 360, Ps3
  • Total Overdose – Xbox, Ps2
  • Chili con Carnage – Psp
  • Globetrotter 1 – PC
  • Globetrotter 2 – PC
  • Giften – PC
  • Englen – PC
  • Blackout _PC

Boost your brain, use your logic and beat his intricate puzzles that keep you hooked. Beware of mummies and dangerous traps that will try to stop you, and help Little Prince Pyra to victory. Move a box, roll a ball, pushing a cylinder – find the right combination of shapes, secret inscriptions and their place – and drop out of the itch… We are currently developing the game and expect it to be released somewhere in 2012. Go to the site to learn more :)

Sorry for the mess!

I am currently making changes on my site. Some pages can therefore be messy – sorry :).

test

tjup

A quick tour on concept artwork from my hand.

Check out the gallerys for a closer look on what im doing or go to the blog. Feel free to leave a comment if you like…
[Gallery not found]

Contact information

If you want to get in touch please drop me a line on mail skalle@skalle.dk or give me a call on phone +45 2894 8126.

The Chinese room 1807 – Killroy Was Here!

At Frederiksberg castle there is a secret room called “The Chinese Room”. In this room are a mirror with an English name and a date scratched into the glass with a diamond ring. The name I have forgotten but the year is 1807 – the year of the Nelson terror bombardment of Copenhagen.

Character modelsheet – German Nazi Officer


German SS officer “Hauptmann” game character modelsheet. The modelsheet concept is the base for sculpting a well designed game character in 3d.

The character model is build up matching the sheet in all viewports. This way the model ends up matcing the concept very close.

When doing this kind of work it is important to be precise with details and alignment. Any bad alignment ends up causing trouble in the modeling phase. Painting in Photoshop.

Building with modules – Sketchup church

This church model was build extremely fast in Sketchup as a research project. It was build with a lego module system based on a box pre-mapped with a 4x4x4 meters texture. This way the object was mapped on the fly with dummy textures, correct UV’s and size.The boxes where instanced and piled on top of each other outlining the church floorplan. Every time a new shape was needed a box was modified and a new component added to the library with the modifications added. The modifications where applyed snapping to the nabour modules vertices. This lego system was later used as conceptual base for the environment building method on the Watchmen production.

LIMA superpower train – realtime 3dmaxmodel

This model was made as reference on my courses at the Danish Design School.

A train is a very large game object. It’s not really a prop and it’s not a building either. It has a load of small details but mapped with unique textures it will consume a wast texture amount very quickly.

The train project shows how to map large objects with low texture cost. The model uses only two main textures. One boilerplate texture tile that is 100% general, and another texture with a slot arrangement that holds the details as the front, lamps, driveshafts, etc. Both textures has a very high re-useability value.

Elements from the detail texture are mapped on the model by cutting new edges where needed and modify the UV layout.

When creating the diffuse and normalmaps i prefer to bake them in max before painting anything.

The textures for this model was done by creating special highres projection models with details like nails and bolts, and project them to the texture with the Render to Texture panel in MAX.

I found a load of cool reference in Weitzmans book “Superpower”.  The book contains very good illustrations on those enormous super trains.

Reference: Weitzmans book “Superpower”

Create the gallery ornament models for baking normalmaps

This sheet shows the steps for creating ornamental highres shapes for projection and baking a high frequency normalmap (deep normals).

Step one – Select splines and do a line with rectangular shape selected. Look at ship reference and try to simplify the shapes (works best in gamme meshes when stuff is simplyfied and a little exaggerated).

Step two: Collapse to poly and delete the faces pointing backwards. Now select the top front faces and add a push modifier (inside sub object). Shape them as shown.

Step tree. round the ends by applying a chamfer operation on the corner edges in the ends.

Step four: Apply a turbo smooth modifier. Done

Edit baked normalmap in Crazybump

When the high frequency map is baked from max it’s time to import it in Crazybump. Crazybump is a normal map generator/editor. It generates all other maps needed based on the imported normals or height information. It is also possible to mix new heightmaps with the normalmap  imported. A very powerfull tool.

In this case we import the normals we just created and get the other maps we need. Normal, Specular and diffuse…

  • Import normals into Crazybump.
  • Go to the diffuse tap and import the lightmap.
  • Make tweaks on the normals, specular and ambient occlusion maps. The specular and ambient occlusion is generated by Crazybump from the imported normal bump information.
  • When done tweaking output all maps from the save menu.

3ds MAX: High frequency normalmap projection guide

Guide to project texture with the Render to texture panel.

Now this panel is one of the more settings heavy panels in Max. The Render to texture feature we are going to look at now is the projection and bake feature. We are going to project topology from a highres model to the UV’s of a flat plane and generate a normalmap and lightmap based on those UV’s.

Prepare the mesh you want to project well in the scene.

  • Give all shapes and models proper names! The projection mesh should be named “MyName”_Lowres or something like that.
  • Make a square background plane marking the texture area.
  • Copy it and move it up (this will be the projection plane to bake from).
  • Go into Object Proberties and de-select cast shadows (Right click menu).
  • Add UVW modifier.
  • Place the ornament geometry on the plane and arrange it where you want it to be placed on the texture.
  • Make slots on the texture so you are able to add more stuff to it later.

Add a skylight to the scene and check the make shadows flag on.

Now go to the Rendering menu and select Render to Texture.

  • Select a destination path.
  • Select the projection plane we created before. It’s name appears in the panel under Name when selected.
  • Click “Pick” and add the highres models we just created in the menu named Add Targets.
  • Click options. Switch off the Use Cage flag.
  • Switch off Sub-object Levels.
  • Switch On Use existing channel (your UVW’s)
  • Under Output click Add and add a normalsmap and a Lightmap for output.
  • Choose size.
  • Click Render

British Khaki

Standard British khaki soldier around 1914. Brush paint created with Photoshop…

Captain


Pencil sketch created with Artrage…

Chase Ace-Off World Leagues. Spacetimefoam 2010-2011

Chase Ace – Off-World Leagues is an action-packed online multiplayer top-down space shooter. Build your own space stations and trash them in battle. Fight your friends with a wide range of insane weapons  in huge explosion infernos. It’s shameless retro fun…

Watch demo video demonstrating basic gameplay, a rough draft of the graphics and the game core – huge explosions!

Role: Art Director, Concept and more…

Space Time Foam Aps is a small independent developer based in Copenhagen. We are four guys currently working on the project and have just finished the demo. Read more about the project, see screenshots and videos  from the development here…

Visit the official website: http://www.chaseace.com/

© Copyright 1998 to eternity by Space Time Foam ApS. All rights reserved.

DKDS 3d max course april 2011. Building a battleship. Details and railing…

When the basic hull is done it’s time to create gunports, gallery, railing and other detailing.
The gunports are simply cut in to the mesh below the Shell modifier. Add some new loop on the upper and lower side of the ports and adjust with the edge constraint button selected in the sub object panel. Delete the poly in the port and close the subobject. Switch on the Shell modifier and you got gunports. Now connect the vertices around them as shown on the picture.

Watchmen – The end is nigh. Deadline Games 2008


When Zack Snyder was doing his amazing movie version of the famous graphic novel Watchmen, it was desided to release a game too. Watchmen – the end is nigh was basically a brawler featuring a hardcore fist fighting system -very really brutal and voilent.

We did the game in a very short period of time in AAA quality and Watchmen truly looked awesome when it was relased – a dark, wet and gritty feel with hightech deferred lighting system, a good looking weather system, super cool and detailed characters and environment.
Role: Art Director and Concept Lead.
© Copyright 2009 by Deadline Games/Warner. All rights reserved.

Iceberg, right ahead!

Titanic on the night of Sunday, 14 April 1912, the temperature had dropped to near freezing and the ocean was calm. The moon was not visible.
At 23:40, while sailing about 400 miles (640 km) south of the Grand Banks of Newfoundland, lookouts Fredrick Fleet and Reginald Lee spotted a large iceberg directly ahead of the ship. Fleet sounded the ship’s bell three times and telephoned the bridge exclaiming, “Iceberg, right ahead!”.

http://titanic-model.com/

 

Killing Pablo Escobar (Pre-Production project) Deadline Games 2007


“Killing Pablo” was a game project based on the true story about Colombian drug lord Pablo Escobar. The project was based on the famous documentarys “Killing Pablo” by Mark Bowden and “Whitewash” by Simon Strong. The books is detailing the efforts by both the United States government and the Colombian government to stop illegal activities committed by Colombian drug lord Pablo Escobar and his subordinates. The visuals of the game was intended to be exstremely realistic documentary TV style, handheld camera, journalistic storytelling, etc…

Role: Art Director, Concept lead

© Copyright 2007 by Deadline Games. All rights reserved.

Bonnie & Clyde/Faith & a 45 (demo/pre-production) Deadline Games 2006


The Bonnie & Clyde/Faith & a 45 demo was in development in the period following the Total Overdose release. The project underwent many phases and changed face several times over comedy to dark Gears of War style shooter. Finally after many ups and downs the project ended up finding it’s feet with the beautiful Faith & a 45 demo…
 
Role: Art Director/Artist
 
© Copyright 2006 by Deadline Games. All rights reserved.

Total Overdose. Deadline Games 2005


Total Overdose is a mexi-action over-the-top shooter on tequila. Take out the drug gangsters and demolish the weed crowing farm with a wide range of crazy El-Mahiachi movie style weapons and power-ups. Ram your vehicles through obstacles, road blocks or any other object in your way while performing wild John Who style action jump-offs on the fly. Collect points for style and rampage applyed. Fight mexi-king pin’s and the trigger happy bikini babes looking after them…

Total Overdose was the first game we did for console and was released for both PS2, Xbox and PC in 2005 on Eidos.

Music by Mexican Hip Hop punk band Molotov.

Role: Art Direction/Lead artist and Tech…

© Copyright 2005 by Deadline Games/Eidos. All rights reserved.

Black Mill sketch

Two concept sketches for a adventure style casual game project i would like to do. The project is inspired from the book “Krabat” written by Ottfried Preussler. It’s the story about the boy Krabat that takes hire in a dark mill located in the Hoyerswerda forrest somewhere in the 15′th century. Krabat soon finds out that something is wrong. The mill is a haunted place and Krabat starts to learn black magic in the dark school.

Kurokuva

Recently I stumpled upon a nice little program called Alchemy specifically developed by concept people for making fast concept sketches. Just draw and read in the clouds.

Here is some fast  doodles inspired by the cool samurai cartoon story about Lone Wolf and Cup…

 

Contact! Bismarck sights HMS Hood in the Atlantic 19′th may 1941

I love the historic power of WW2 photos and movies. This concept pictures the mighty Bismarck, the largest battleship in its time, as it get visual contact with the British battlecruiser HMS Hood. When Bismarck and Prinz Eugen attempted to break out into the Atlantic, the two ships were discovered by the Royal Navy and brought to battle in the Denmark Strait. During the short engagement, Hood, the flagship of the Home Fleet and pride of the Royal Navy, was sunk after several minutes of firing. In response, British Prime Minister Winston Churchill issued the order “Sink the Bismarck!”, spurring her relentless pursuit by the Royal Navy.
Bismarck took part in only one operation (lasting 135 hours) during her brief career. She and the heavy cruiser Prinz Eugen left Gotenhafen (Gdynia) on the morning of 19 May 1941 for Operation Rheinübung, during which she was to have attempted to intercept and destroy convoys in transit between North America and the United Kingdom.

About Me

Hello World! My name is Carsten Brandt. I am living in Copenhagen – Denmark.

I work as a freelance Art Director in games, teacher (DADIU/The Danish Design School) and artist. I am currently freelancing in a small independent gamestudio – Space Time Foam Aps doing a retro space shooter called Chase Ace – Off World Leagues.

 

Feel free to drop me a line if you want me to do a piece of artwork or something else.

 

You can mail me at denskallede@gmail.com or catch me by phone on +45 28 94 81 26.

 

Download CV pdf here