Saturday, 23 February 2008

Tilting Wall Light



This wall light is different to the other model I made and has loads more detail hence has quite a few more tris in it!

1214 tris

Perspective

Front

Back

Right (left viewport in Max)

Top

Bottom (note the glass covering will be transparent when textured and you will be able to see the bulb inside, which I modelled as a separate object and attached to main wall light object)

Friday, 22 February 2008

Window Frames - simple and detailed

I made 2 circular frames; one is simple with pretty much just the outer framework and the other is the whole frame with more detail. The frame with more detail could obviously become more damaged and broken with the inner framework supports.

So just tell me which one we're gonna use and i'll work on that particular one.

Full window frame: 458 tris
Simple window frame: 348 tris


Thursday, 21 February 2008

electrical control boxes




these are not the finals they need to be messed up and rusted with broken bits but this is were iam with them so far. they are just diffuse textures with no other maps on them.


here is the start of making them rusty there is only a 512x512 diffuse on these ones and the centre one is the closest to finnishing


here it is with the glass more consistant with the rest of the model as before i hadnt got around to texturing it yet. the total polycount from left to right is (197, 198, 166=561) the total tri count(416, 370, 324=1110) 512x512 diffuse texture

Wednesday, 20 February 2008

Tank and Tree



Its as economical as it should be. And I admit to enjoying making it. 2 days to get it just right, but thats nothing with a steady supply of tea. Im thinking, heavy use of alphas to flesh out the higher branches. They are really not too important, plus it can be a chance to do something clever!

Monday, 18 February 2008

Quick concepts

Starting Room


Locker Room/Communications


Store Room

Sunday, 17 February 2008

Art Style Guide Updated

Good evening fellow Bourbon Knights, I present an updated version of the Art Style Guide.

Shelf - Modifications

Shelf modified with better texturing using own photo reference of rusted metal and combining with texture from CGtextures.

Textures saved as DDS format to allow render of normal/bump mapping.






Got 2 shelves, one with more rust and indentations/scratches and the other less from left to right. Cos not sure if the one on the left was a little TOO rusty so what one looks best?

Also, if anyone wants me to I could maybe put cracks and broken edges in places if you want me to or ill probably do some more different models myself.

Saturday, 16 February 2008

"Crazy Bump"

I just found out this amazingly awesome software which enables you to create and generate diffuse, normal, specularity, displacement and occlusion maps just very very simply with pretty much no fuss.

Great tool to allow mixing of maps by importing your own that you've made or by other software such as photoshop etc. So easy to adjust settings that's integrated into the software to get your desirable textures. Also, comes with a handy 3D preview with 4 different default shapes or you can even import your own mesh into it!

So if you already know about this then I must be behind the times.

Only a beta version though and for limited time till 15th March 08 last time i checked, so download this to try for free until then.

I tried doing a little practice and did this little test.

At first it you can select whether to import a "diffuse texture" (which means anything really from occlusion, specularity even normal which I tried but doesn't quite look right in a way when I compared with other ways) or to import "normal map".
Tried both ways, so first did "diffuse" and imported "colour map" which looks like this.


You can import a different diffuse map if you want or use the same one and import specularity map but you can't import a normal map into the heading under "normal" if done this way.

As opposed to the other way which is selecting to import "normal" from the start which I did and then to import the colour map version of this "normal map texture" made from photoshop originally.
This is the result:


Looks fairly different doesn't it?

Well I did find out that that it's best to select "diffuse" option at first then select your desired "shape recognition" from 2 choices that crop up which makes shapes and edges look more emphasised rather than flat-looking. And if you decide not to use that "shape recognition" you can easily just select "invert shape recognition".

Anyways, a very easy-to-use application.

Download here - "Crazy Bump"

Friday, 15 February 2008

Concept for Strut


This is how the strut might look in the scene. In the background you can see where the atrium is obscured by the vines hanging down.


Stairs


The spiral staircase. It is fairly high poly. But as it is the only thing you will see when you are in the corridor, and all the steps are individual, i think its acceptable.


The roof, the strut, and the large roots sytem!


Not a Murder Mystery title, but precisely what is in this pic:




I am trying to make the roots as economical as possible, as they are so high up. I will likely further subdivide the main piece of the strut, for lighting purposes.

Just a note. As soon as you have modelled and unwrapped any models, send them to Martin, as per the pipeline I gave everyone at the start. That way you know what you are doing, and wont get stuck!






Wednesday, 13 February 2008

Good work!

Well, looks like things are starting to pick up and everyone's doing great so far. Just wondering, if anyone (probably more specifically Martin and Adam) wants me to send them my assets then ask me so you can verify it and check if its any good. Give me feedback afterwards as that will help immensely; I've got a few basic assets lined up.

Also, Joel P or anyone for that matter (asking joel because he's Lead 2D concept), have any concepts for "Large circular window" to send to me that would be great as that will be my job to model and I'd need to know what it would look like and if everyone's happy with that concept because I don't wanna be wasting my time spending hours modelling and concepting on my own personal "window". Cheers.

Keep up the good working spirits peeps.

Tree Roots

Just posting up some of the work I've done. This is 1016 triangles.


crates

i couldn't get in for tuesday so here are my crates i didnt know what kind to make so i just made a few different ones.






particles


this is the blank particle effects maker in unreal its called cascade, it is very powerful as you can edit everything from position to colour to size strength.


this is a leaf particle efect i edited in unreal it was a bit lacking in leaves so i edited its volocity and amount.

here is the next one i used the leaves appear more frequently and spiral to the ground instead of an angle.

here it is in game, when looking at it i was thinking it might look good with shafts of light coming from the ceiling.



here is some rain particle effect ive been playing with i like the basic structure but there just is not enough
so i added more and this is the effect as you can see the rain displaces the scene behind it which looks great.


here is the imense amount of particles i through into one space with tones of displacement and unreal models i ran through it with no lag no crashing and a great frame rate, and with my computer thats a really good thing to have it means we can have alot of this kind of nice looking stuff in our scene.

eclusion mapping


these are all the materials i used in a scene i created to demonstrate textures lighting and particle effects. the red squares are textures the green are materials made from mixing the textures and the yellow are particle effects.i imported and created each one seperatly and placed them in a directory to keep them neat.

this is the area i created i used low level lights which can be adjusted further to give even lower or higher values if needed, it show how simple lighting is in unreal, just place and move.

this is one of the materials i created its a brick texture with displacement, it comprises of all the normal textures we are used to but also in the alpha chanel of the normal map i have placed a black and white alpha channel which passes through a bump offset node making it stand out as if it was real brick.

here is my first attept it worked ok but the shadows were to contrasting and looked fake so i tried again...

here is my second attempt, i used a better wall texture for this one and it looks great this could easily and quickly be applied to any surface to great effect.

here it is from the front, i think the lighting works well on it which says to me lighting on these types of surfaces will be key to making them look great.

here is my marble floor it has a normal and specular no eclusion i didnt think it needed it.
here is the material for the floor as you can see i kept the specular resonably high as i wanted to give the effect of a gloss while still keeping a slight grain to show corrosion as if it was old