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    • RE: I,Marble a finished game for mobile devices

      Great updates. I really enjoyed reading. Thanks for sharing and best of luck, iichiversii! 😉

      _Ken

      @iichiversii said:

      Wow, I forgot about this post, but thought I would give a brief end of action review.

      How did the game fair out?
      The game was downloaded over 60’000 times across all platforms, considering at the time of release it was competing against over 50,000 games a week, that’s the average amount of games released on app stores, our game was free so the outcome would of been higher than payed versions.

      How long did development take?
      The game took exactly 1 year to complete, I guess the level design was what took up most of that time, I would design levels in sketchup and import to unity, make an IOS build and demo the level, 99% of the time there would be an issue in the level Where I would need to adjust in SU, it wasn’t the ideal workflow as my knowledge of Unity was non existent at the time, the game had 18 levels, each level would take on average 2 weeks to design.

      What were the public opinions?
      Reviews, ok I’ll be honest here, most of the reviews are from my work colleagues, they were trying to help boost downloads to make it the next flappy bird, that didn’t work, the game never went viral however it seemed to be very popular in Asia. I guess marketing a game is very important to have any success in the casual games industry.

      Achievements?
      The game had a crack version, some developers would find this as a threat, I was more the opposite, I was actually amazed somebody spent time to unlock our game and all its levels, I suppose if the game were a payed game my attitude would be very different, I guess you could call that an achievement

      Was it successful?
      The day this game became successful for me was the day I decided to bring my son to an indoor playground, while I sat there having a coffee I could hear a familiar soundtrack playing in the background, it was the custom soundtrack a good friend of mine developed for this game, that was the day a father like me was sitting in the parents commune area playing I’Marble, seen a member of the public playing a game you designed and built is a beautiful feeling.
      It also managed to kickstart the sound engineers career with a games company, “Frontier development” he’s working on elite dangerous and what an amazing game it is, but I’m glad he found success in that area.

      So was it worth the effort?
      Yes it was, I learnt a lot since, the games file and size was evident that it was never optimised enough, I was lacking the knowledge of game development so I decided to pick up the skill and learn more of the unity engine, I’ve come up with a better workflow using SU in unity and made my SU models work more efficiently, Unity has become more friendly over the past 5 or so years, I’ve moved on to more challenging projects using VR/AR tech, nothing like seen a model you built in real scale using VR, it’s a whole different level.

      What’s the future of I’Marble?
      Well it’s only available on window phones for now, with android and IOS updates the game became unplayable so we had to remove it, the license for IOS was also expensive so we dropped that, the game was a free game so we were losing money, I’Marble was never meant to be a fully released game, it was just a test to see what a group of 4 could make together, it was simply just a fun project to do.
      Our team discussed online lately maybe I’Marble Would be a great game for the Nintendo switch, so there is the possibility we will redesign it which it clearly needs and be ported for a playable future on the Nintendo Switch, who knows, it’s a possibility.

      So there really isn’t much more I can say about the game, it was a fun project, I learnt a lot, it was one of my goals to make a video game, I inspired my son, he’s currently 10 and designing games of his own, it was a challenge to make but worth it, If You are working in SU for game development and have any questions, please don’t be shy or afraid to ask, I will always be here to give advice or a helping hand.

      posted in Gallery
      ken28875K
      ken28875
    • RE: Concept Art for Video Games: ChronoBlade

      @hornoxx said:

      :thumb: 👍 👍 you describe a great and multi talented team workflow - there must be plenty of fun even I hope! This "ice world" in this watercoloured look is so great again !!!! Please keep posting further on!

      Thank you very much for your kind words, HornOxx.

      Hello everyone,

      Here are the Halls of the Dead in chapter 3 (Helheim), that is one of my favorite regions to do concepts for.

      Thanks for viewing and have a great week!

      _Ken


      chapter_3_halls_of_the_dead_CONCEPT.jpg


      chapter_3_halls_of_the_dead_CONCEPT_skp.jpg


      chapter_3_halls_of_the_dead_concept_01.jpg


      chapter_3_halls_of_the_dead_concept_01_skp.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: Concept Art for Video Games: ChronoBlade

      Hey guys,

      Thanks for your kind words about my work.

      Majid asked how I did the textures. Well, it is a combination of different methods to get the result I desire.

      • projection
      • UV mapping with plugins that fit the textures onto the specific shapes.
      • unique textures on top of tileable textures to cover the obvious seams.
      • finally, photoshop paint-over to make everything more harmonized.

      To create the textures, I use images from different sites (e.g. textures.com) and fix the colors, add more details, etc. in Photoshop.

      I also use textures that are already created by the other artists on the team. Sometimes you don't need to reinvent the wheel. 😉

      Here's a couple of concepts from chapter 2 (World: Nifelheim) showing the kingdom of ice.

      SketchUp + V-Ray for Skp + Photoshop

      Have a wonderful weekend! 😄

      _Ken


      chapter_2_icy_pass_tile_02_concept.jpg


      chapter_2_icy_pass_tile_02_Skp.jpg


      chapter_2_icy_pass_tile_03_concept.jpg


      chapter_2_icy_pass_tile_03_Skp.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: Hotel at "The Pirates Den"

      Beautiful render! 👍 👍

      posted in Gallery
      ken28875K
      ken28875
    • RE: Cyberpunk 2077 Car

      Awesome models, textures and render! Loving everything. 👍 👍

      posted in Gallery
      ken28875K
      ken28875
    • Concept Art for Video Games: ChronoBlade

      Hello everyone,

      It has been months since I have posted something. I have a little break from work this weekend, so here I am with some more SketchUp art.

      I want to start a new thread with concepts I did for the mobile game ChronoBlade several years ago.

      I did post some ChronoBlade images in my two older threads that I started back in March 2010 (wow, 8 years ago, time flies!). I used to post all my art in these threads so I can keep track, but I think it is about time to retire them. I won't be posting images in them anymore, but you can always check them out.

      The Art of SketchUp - part 1: Fantasy
      https://sketchucation.com/forums/viewtopic.php?f=81&t=27028

      The Art of SketchUp - part 2: Sci-Fi
      https://sketchucation.com/forums/viewtopic.php?f=81&t=27030

      Alright, back to his new thread which is for ChronoBlade concepts only. I worked on the mobile game from 2014 to 2016 at nWay in San Francisco. Please check out the site when you have the chance (http://chronoblade.com/). ChronoBlade takes place in the Multiverse where countless possible Earths exist and is based on Norse mythology.

      The concepts that I posted in the previous two threads are from Chapter 1 (World: Midgard). Here are the concepts of a Merlock town in Chapter 2 of Chronoblade (World: Nifelheim). These creatures look like frogs. 💚

      SketchUp + V-Ray for SketchUp + Photoshop

      Have a great week!

      _Ken


      Chapter_2_Mountains_concept_01.jpg


      Chapter_2_Mountains_concept_01_Skp.jpg


      Chapter_2_Mountains_concept_02.jpg


      Chapter_2_Mountains_concept_02_Skp.jpg


      ChronoBlade_Merlocks.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 2: Sci-Fi

      @db11 said:

      Very happy to see you posting again. Your work is exceptionally creative and inspiring and always a pleasure to view.

      Don't be a stranger!

      Thank you so much for your kind words, Doug. Have a wonderful week! 😄

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 1: Fantasy

      @mike amos said:

      Very nice, very effective shaders and mats.

      Thanks for your kind words, Mike. Good day to you! 😄

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 1: Fantasy

      @ Pilou and Bryan: Thank you for your comments. 😉

      Hello All,

      It has been a year since I posted something in this thread. Things have been quite busy with work and other stuff.

      I am back and adding a few more concepts from the game ChronoBlade.

      Those concepts were done in 2014. I have a bunch more of them that I will post soon (a year from now...J/K...hopefully in a few days).

      SketchUp + V-Ray for Skp + Photoshop

      Have a great week! 😄

      _Ken


      chapter_2_nifelheim_bridges_concept.jpg


      chapter_2_nifelheim_bridges_concept_skp.jpg


      chapter_2_nifelheim_bridges_tile_2_concept.jpg


      chapter_2_nifelheim_bridges_tile_2_concept_skp.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 2: Sci-Fi

      @ Bryan and Peter: Thank you for your kind words and sorry for the late reply.

      Hello everyone,

      I just realized I have not posted anything for almost a year. I have been quite busy with work and other stuff.

      I am quite excited about the release of Ready Player One last week. So I decided to do a few personal concepts of some kind of experiential exhibitions, where guests would go through the Slum and the Iron Giant Factory.

      The Slum:
      I wanted to add smokes and actors wearing VR headsets like in the movie but did not have the chance to work on them. I will do that when I have some time.

      The Iron Giant Factory:
      The robot is hanging right in front of the guests entering the factory. On one side there are characters from the movies and on the other side the cars from the Copper Key racing. I was thinking of having maybe some VR stations where people can actually pick a car and enter the race.

      SketchUp + Lumion + Photoshop

      Hope you like them.

      Have a great day! 😄

      _Ken


      Ready_Player_One_Experiential_Slum_view_01.jpg


      Ready_Player_One_Experiential_Slum_view_02.jpg


      Ready_Player_One_Experiential_Slum_view_03.jpg


      Ready_Player_One_Experiential_The_Slum.jpg


      Ready_Player_One_Experiential_Iron_giant_factory_view_01.jpg


      Ready_Player_One_Experiential_Iron_giant_factory_view_02.jpg


      Ready_Player_One_Experiential_Iron_giant_factory_view_03.jpg


      Ready_Player_One_Experiential_Iron_giant_factory_view_04.jpg


      Ready_Player_One_Experiential_Iron_giant_factory_view_05.jpg


      Ready_Player_One_Experiential_Iron_giant_factory_view_06.jpg


      Ready_Player_One_Experiential_Iron_Giant_Factory_skp_01.jpg


      Ready_Player_One_Experiential_Iron_Giant_Factory_skp_02.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: Shell

      Very nice render, Simon! 👍 👍

      Best,

      _KN

      posted in Gallery
      ken28875K
      ken28875
    • RE: Mercedes

      Awesome renders, Jo-ke! 👍 👍

      Best,

      _KN

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 1: Fantasy

      @bryan k said:

      Excellent work as always!

      Thank you, Bryan!

      @pbacot said:

      Wonderful Ken. Thanks for sharing. Your work is so inspiring on many levels. Not only do you have the dream job. You're the master at it! Conceiving whole scenarios and all the way down to the details--and the ability to make it come alive visually. I wonder what the end product looks like from your visualizations. I wonder how you approach making your shapes, for example the boulders or the rough rectangular building stones. Your geometry looks so efficient and clean.

      Hi Peter,

      Sorry for the late reply. I am always crazy busy with work, especially with my new job here in LA.
      Thank you for your interest and for your kind words about my work. But I would not take credits for everything in my renders. Indeed, as a concept artist, I always try to use existing game assets as much as I could so that the 3d modelers and environment artists would know what to use for the final in-game models. Consistency of the visuals will also be kept from concepts to final products.

      I don’t create everything from scratch because there is no reason to reinvent the wheel. My final concepts are a combination of 3d models that I have in my resource folders, 3d assets from the game and new models that I create and texture. A lot of the models that I made are low polygon objects that’s why they are very clean most of the time. The textures are what make the models look detailed.

      After getting the descriptions of the areas from the game designers who are the people who write the stories for each of the game levels, I do some really quick pencil sketches and gather all the 3d assets I need, and build the ones that I don’t have yet. I put everything in SketchUp, rendered with V-Ray for SketchUp and postwork in Photoshop (e.g. color correction, fire and smoke effects, paint-overs details that could not be done in SketchUp, etc.).

      I don’t have any images of the end product/game, but you can search ChronoBlade on youtube to see the videos of the game. https://www.youtube.com/results?search_query=chronoblade

      What interesting about ChronoBlade is that it is a side-scrolling game where all the levels consist of tileable units that can be combined to create different environments.

      As you can see in the images below, you can add tile 04 or tile 07 after tile 01, or have tile 01 between tile 05 and tile 07 for example. You can put those tiled areas in different orders to create different game experiences for the players.

      The images for tile 01, 03, 04, 05 and 07 are raw screenshots from Sketchup. For tile 3, you can compare the SketchUp model to the final render with postwork.

      Thank you for reading and have a terrific weekend!

      _KN


      Midgard_Burning_Village_revised_tile_3_concept.jpg


      Midgard_Burning_Village_revised_tile_3_concept_SKP_screenshot.jpg


      Midgard_Burning_Village_revised_tile_3_concept_SKP_lines.jpg


      Chapter_1_Midgard_burning_village_tile_01.jpg


      Chapter_1_Midgard_burning_village_tile_04.jpg


      Chapter_1_Midgard_burning_village_tile_05.jpg


      Chapter_1_Midgard_burning_village_tile_07.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 2: Sci-Fi

      Hello there,

      Here are some more concepts of the Chronarch Ship levels.

      SkechUp + V-Ray for SketchUp + Photoshop

      Cheers!

      _KN


      region_1_remake_chronarch_concept_04.jpg


      region_1_remake_chronarch_concept_04_skp.jpg


      region_1_remake_chronarch_concept_05.jpg


      region_1_remake_chronarch_concept_05_skp.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: Antiquity

      Awesome renders! 👍 👍

      I look forward to seeing more.

      Cheers!

      _KN

      posted in Gallery
      ken28875K
      ken28875
    • RE: New Personal Project Images

      @firstliight said:

      I love using sketchup and lumion, lately I have ideas of shapes I want to try that I don't yet know how to create in sketchup, more organic type buildings like Zaha Hadid.

      I have been thinking of trying FormZ 8 to model with because its something like sketchup but with nurbs tools.

      Aaron, you don't need FormZ or any other more robust programs like Maya or Max because you can virtually build anything in SketchUp, including organic shapes like Zaha Hadid's architecture, by using plugins.

      Check out the Plugin forum (http://sketchucation.com/forums/viewforum.php?f=323, as well as the Extension Warehouse and Extension Store (you have to install it) for all the Plugins available. Some are free and others cost a bit of money but it's all worth it.

      Some of my favorite are from TIG, Fredo6, Chris Fulllmer, thomthom, Whaat, just to name a few.

      If you want to do organic shapes, check out SUbD by Thomas Thomassen (http://evilsoftwareempire.com/subd.

      Best of luck!

      _KN

      posted in Gallery
      ken28875K
      ken28875
    • RE: New Personal Project Images

      Very nice designs and renders, Aaron.

      I mostly use V-Ray for SketchUp, but I have moved onto Lumion3d for all my new renders the past year. You can't beat the amazing speed and all the people, trees, etc. that come with the software.

      Cheers,

      _KN

      posted in Gallery
      ken28875K
      ken28875
    • RE: The Art of SketchUp - part 1: Fantasy

      @rich o brien said:

      Great pics! Is it a mobile game?

      Hi Rich

      Yes, it's for a mobile game called ChronoBlade. Check out the Facebook here:
      https://www.facebook.com/Chronoblade/

      @bryan k said:

      More great renders!

      Thanks for your kind words, Bryan.

      Here's a couple of concepts for the Boss fight in the Burning Village.

      Cheers!

      _KN


      Burning_Village_boss_tile_concept_01.jpg


      Burning_Village_boss_tile_concept_01_SketchUp.jpg


      Burning_Village_boss_tile_concept_02.jpg


      Burning_Village_boss_tile_concept_02_SketchUp.jpg

      posted in Gallery
      ken28875K
      ken28875
    • RE: SketchUp automatically applied a texture to the backfaces

      @jql said:

      If a component has a material applied that material always overrides the default material both on back and front faces.

      Thanks, JQL, you may be right. Have a good weekend! 😉

      posted in SketchUp Discussions
      ken28875K
      ken28875
    • RE: SketchUp automatically applied a texture to the backfaces

      @dave r said:

      Does the material have Opacity set less than 100. If opacity is set to anything less than 100 the material gets applied to both sides of the face. This isn't a bug and it makes sense when you are applying a material that should be transparent. It does look strange when the material is a brick pattern or something else that normally isn't transparent.

      Hi Dave,

      The material has 100% opacity.

      Don't know why, but the problem happens only inside the component. When the component is exploded, the faces are normal, showing the correct colors of front/back faces.

      Thanks,

      _KN

      posted in SketchUp Discussions
      ken28875K
      ken28875
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