Got a Digital Tutors account and finally dusted off ZBrush. I'll admit I've been terrified of using the program for a while now, but it is pretty awesome (at least the parts where I'm not confused or infuriated). I've been following along with a very basic tutorial that gives me the lay of the land and over the course of several installments leads me to build my first "scene". Tonight's section was the lay of the land and some proper sculpting and tool management. I learned the basics of what to do in the program and at the end of it all, had this base mesh for what will eventually be a little turntable.
Marshall Arts
Saturday, March 22, 2014
Saturday, March 1, 2014
Cemetery Lighting and Texture Study (UDK)
While I could always use practice with modeling assets, I find that a lot of my environments fall short when it comes to lighting and texturing. So I've decided to put some extra time into an environment where I will be practicing my texturing and lighting, taking more time to fine tune the texture maps and light maps, and hopefully getting a great result! My choice of scenery is an abandoned cemetery, and while it is a dark locale, I'm not going for scary, but rather somber and reflective.
My first model, a column for the front gate. Mapped completely with Diffuse, Normal, Spec and a Lightmap to boot. |
Couldn't sleep, so I modeled out the adjoining walls and an attempt at Ivy for the walls. No textures yet, and the lightmaps aren't perfect, but that is what this project is all about : D |
Matching the textures for the walls with the original columns, I have plans to use the ivy to break up the tiling on both the flat walls and the columns themselves. |
First time getting plants to work well, I'm mega-stoked on this ivy, so I had to post it. |
I went a little ham and tried to finish all of it. The textures might need some touching up, but I think it's good enough for a night. |
Modeled out a gate and hinges today, the lightmaps on these look kind of wonky so I'll have to sort them out later. |
Trying out Ivy on more things, need to work with it. I'm tired though so I'm calling it a night. |
Chains and lock models finished, lightmap on the chains needs work, also might be too high-poly but they wouldn't be that hard to change. |
Yay for modular assets! I can now effectively build out the perimeter of my cemetery. Later on, I'll make some more variations of these templates to further add depth, but this is a start. |
Adding detail to the Ivy, with a vine and what will soon be mini vines on the planes. |
Padlock is now textured with all maps, looks pretty damn good I'd say. |
Textured my first grave, didn't know what to put on it. Figured this was poignant enough. Really tried to pay attention to normals here, so the moss and lettering would pop out at the player. |
Made some candles and had to try a quick night render. There aren't any flame particles, but imagine with me. |
The beginnings of a tree model, which is not my forte. I'm doing my best though, and taking it slow. I really want the trees to look good. |
The Walkway in the UDK, I'm gonna make another tile square in order to break repetition. But I think it looks pretty nice so far. |
Getting the stained glass in order, having some silly problems with opacity, and then getting them to cast a translucent shadow is a whole other deal. |
Got it to work! Sort of... I can't for the life of me get a translucent shadow working, so I'll have to do that. I also have to do two more designs because I don't want all three to be the same. |
Not bad for a day's work, now off to the gym and maybe some Titanfall. |
Got my first tree up and running, and I'm pretty pleased. I don't know how to get the leaves to move yet, but I love learning all the stuff I can do with Unreal 4. |
Monday, May 27, 2013
Capstone Ideas
So I started thinking about what I want to do for my Capstone, and came up with a cool idea that is totally influenced by my two most anticipated games of the year, Bioshock Infinite and The Last of Us. What I came up with was basically a flooded, post-apocalyptic version of early 1900s Times Square. While I won't be painstakingly replicating Times Square, I want to maintain the surreal grandeur that it evokes, and utilize the plethora of advertisements it shows to have some fun with texturing billboards and the like. Today I modeled my own interpretation of the One Times Square Building, and a billboard that will eventually be for a magician.
So I changed my ideas a bit while I was in Europe on vacation, and I decided to drop the whole flooded aspect in favor of a city that is still in its hayday. The idea is that Britain reclaimed the USA shortly after the Civil war and now occupies it with an iron fist. There is a whole new queen, just for the states, and this is a premier city that has a collision of both British and American architecture.
One Times Square |
Billboard |
Eventually the sign will be halfway underwater, and the lights will flicker on and off : D |
Here's a very rough shot of my idea in the editor. |
Made a new building, will post some renders of it soon. Here, I was just comparing size and perspective. |
Adding awnings and such, this building is supposed to be like a theater/market |
The top half is billboards, it should be fun to texture |
The first building I've made, it's unfinished but this will eventually be The Staggering Lion Pub |
Started modeling the second building, a hotel, slowly this city will fill in. |
Finished the modeling for it, it is a huge amount of triangles I think, I'll have to ask around whether I went overboard. |
Here is a Maya Render of it, loved using the Text |
I forgot to post this, but here is the finished Pub. |
More fun with text, here's the local candy store |
And what I believe to be the finalized hotel |
Tuesday, May 21, 2013
Game Lab 2013: "Raaargh: The Game of Giant B-Movie Monster Combat"
Here are some quick renders of the models I made during the semester in Game Lab. The game I was assigned to was a mobile game where you control a monster that can destroy a virtual city as well as battle another monster. While this was within the confines of one semester, the final product was pretty cool, especially given some of the problems our team experienced.
Basketball courts that were in the Slums quadrant of the city |
The Capitol Building |
A Mansion that was part of the suburbia quadrant |
The Military Base |
A monorail that failed to make the game : ( |
A movie theater |
My coveted Space Needle ripoff |
These crashed rockets were the goal of our demo, the player was to reach all of these in a certain amount of time |
The Power Plant |
Rubble that was created after buildings were destroyed, the monster could eat this to regain health |
More rubble |
One of the buildings that was in the slums |
Another slum building |
The Space Center and Rocket |
Same thing |
Same thing again |
Here's a rough paint sketchup I made to convey measurements to the rest of the team. I liked it so I figured I'd include it here. |
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