Hi there. I come to you with the announcement that my portfolio site (www.kuroto-robert.net) is down. The reason is that the server needs to be relocated and we haven't found a place to have at yet. We think we have a place (the server is not mine alone hence 'we') but it will take some time to get it up and running.
In the meantime, this blog will serve as a summary portfolio.
This is my 3D blog where I take up anything from my work that involves 3D or the process around 3D, meaning post and pre-production, texturing, animation, special effects etc. Hope you enjoy it.
Tuesday, August 12, 2008
Thursday, August 7, 2008
A few variants.
Starting to learn MapZone


Hi, a friend of mine showed me a program a couple of months ago which is called MapZone where you can create your own textures. This is a very good thing for me as I need to create my own for my 3D work but I never actually took time to learn it (didn't need any textures). But today I sat down and started to play around with the program and I see that it has lots of potential.
It is a procedural workflow, meaning you can go back in "time"/history and change things to get other results (the 3D application Houdini 9 also has a procedural workflow). This kind of workflow is very powerful.
Today I just learned the program and made a texture from a tutorial. Not much to show really as it is from a tutorial, but I wanted to do that anyway.
But the best thing is that MapZone is free too. That's some awesome stuff right there.
Well now, I'm gonna go back to eating my Ramen and chill while looking at some video tutorials where they create other textures from scratch.
PS. I'll give you these textures if you want to use them, they are not super high quality but if you can use them for anything that's great. I don't need any credit either as this was from a tutorial, I don't consider stuff like that genuine. Plus, I don't even know if I did everything correctly as the tutorial got a bit sketchy at the end.
I'll add a normal map too.
Tuesday, August 5, 2008




This is a lock appliance I'm doing for a friend (don't know if it's ready yet). He gave me specific measurements (down to the millimeter, even halves of millimeters) and I modeled it out in Maya. He had measurements up to 50-60mm and that was too big for the standard grid size, so I took everything and divided it by 2. Then I could divide the grid if I wanted and have the specific units, as well as the Channel Box would display the correct numbers.
Took one whole night to model this thing out, then I just tweaked some edges and the overall wireflow. Later on, after getting some sleep, I slapped on a silver shader and rendered out with Mental Ray.
However, it doesn't end there. I rendered out two images, one grainy and one clean, then I comped and tweaked them in Photoshop. Lastly I took wireframe shots and comped them into the shots as well.
Wednesday, July 30, 2008
Nexuiz Flag Concepts
I've created some concepts for the flags for the open source game Nexuiz. It's for the game mode 'Capture the Flag' of course. Whether these get chosen or not I do not know (probably not), other people have submitted their concepts and there is a quite good one.
The blue flag is a base concept by a guy with the nickname 'tZork' on the Alientrap forums (Alientrap is the team working with Nexuiz, and tZork is one of the devs). I just added some detail and other touches to it.
This is a work in progress (not so much to submit the concept, but more because I want to make a real model out of this).
So here are my concepts:







The blue flag is a base concept by a guy with the nickname 'tZork' on the Alientrap forums (Alientrap is the team working with Nexuiz, and tZork is one of the devs). I just added some detail and other touches to it.
This is a work in progress (not so much to submit the concept, but more because I want to make a real model out of this).
So here are my concepts:








Monday, July 28, 2008
Another attempt at head
Wednesday, July 16, 2008
New head
I've been experimenting with topologization and as a result I also got a new face. Well, I wanted to create a new face as the older one wasn't even near good enough. This one also isn't good enough yet but it's a work in progress. Also, I merged several views into one as that saves both upload space here and less images to click on. Instead you see everything at once.

Saturday, July 12, 2008
Merged head and body
So, now I merged the head and body for the model and this is the progress so far. I've tweaked a little the upper body and have yet to take a closer look at the arms and of course the lower body. The head is probably the last thing I'm going to take care of but we'll see what I feel like doing when I do it.







Wednesday, July 9, 2008
Updated the head - Part 2
Monday, July 7, 2008
Updated the head
Friday, June 20, 2008
Started on first chars head.
I've been now working a bit on the head of the first char (named Kenshou) and this is the result. I do not have any clear idea of how he's going to look like and I have no references, so I've been experimenting with different looks.
Any comments and critiques are welcome, however I already know what needs to be done as this is far from finished. Just some work in progress, but it can't hurt to have some critiques in case there's something I don't see.


Any comments and critiques are welcome, however I already know what needs to be done as this is far from finished. Just some work in progress, but it can't hurt to have some critiques in case there's something I don't see.



Monday, June 16, 2008
Project | Eto.101 - Not as much time
I've come to the hard decision that project Eto.101 will from now on get less time. The reason is that I need to create a new good portfolio/reel piece, and that takes more priority for now. Also, the paint effects that I have for the trees takes up tremendous of memory from my computer and makes everything act funny. Sometimes I don't even have enough memory left to save the file, so until I get more that project would have been a slow production anyway.
I will continue to work on that project when time permits so it won't be at a complete halt, just gonna go slower.
For now I will post images of as how far I've come, enjoy.
Final modeling for sequence 1- Port and Gate Area

Scene 4 vegetation

I will continue to work on that project when time permits so it won't be at a complete halt, just gonna go slower.
For now I will post images of as how far I've come, enjoy.
Final modeling for sequence 1- Port and Gate Area

Scene 4 vegetation


Saturday, June 7, 2008
Started planning the vegetation
I've been modeling a lot and almost finished the entire environment and props, minus the vegetation for Sequence 1. I've decided that I will do the vegetation separately as it will take more planning on how I will create it. I need trees, flowers, grass and other stuff all around the place.
As of this moment I'm trying paint effects (from Visor) in Maya to see if they have anything I can use, and I'm trying out shadowing and texture quality. As I'm going to use a lot of trees I don't really want to model out every single one, only those that will need more attention for closeups and such. So far, it's looking good for the paint effects, but I think I'll model out a simple base mesh for a couple of trees then add detail to it in ZBrush, perhaps create normal maps for them.
For now enjoy these pictures:



As of this moment I'm trying paint effects (from Visor) in Maya to see if they have anything I can use, and I'm trying out shadowing and texture quality. As I'm going to use a lot of trees I don't really want to model out every single one, only those that will need more attention for closeups and such. So far, it's looking good for the paint effects, but I think I'll model out a simple base mesh for a couple of trees then add detail to it in ZBrush, perhaps create normal maps for them.
For now enjoy these pictures:




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