Saturday, 29 March 2008

Root Wall



K i spent about half an hour doing this texture then realised that im gonna need the wall + floor textures used in the starting room or wherever this object will go, before i can continue. Also its gonna have to be lined up somehow.

Thursday, 20 March 2008

Modelling + texturing complete


This is the wire housing asset, it repeats properly and comes with normal and specular maps, all of my assets are complete now, if theres any more assets we need modelling/texturing i have time to do them.

Friday, 14 March 2008

Thursday, 13 March 2008

update



i added some test particles to see the effects and when there is leaves on the tree it will look great i think, the rain and leave volocity can be changed and the amount of rain can be aswell. i like how its turning out.

lol i had to post this.

Wednesday, 12 March 2008

update on the blockout



here is an update on the blockout i have been editing textures to get a more horror type look and to give the feel of age and also to make it look more like a museum.

Tuesday, 11 March 2008

Pyramid Head



The Pyramid Head under Tarpaulin. Texture is just a difuse at the moment but i will a normal map as well of folds and ruff parts.

Sunday, 9 March 2008

Ammo Crate

Polys: 35
Tris: 66
Textures: 512x512 diffuse, normal, spec and AO





Saturday, 8 March 2008


screen from max un-rendered

screen shot from unreal as it will look in the engine


second screen shot from unreal

polys- 268
tris- 554
texture- 512 x 512
diffuse normal and specular


render from max with a few of my assets(bullet casings, guns and crates.

scrn from unreal of my crates i still need to dirty up the taerpaulin though.

Friday, 7 March 2008

Crates incl. tarpaulin cover

Individual Crate Tris: 68
Tarpaulin Cover Tris: 378
Total Tris (3 Crates + tarpaulin): 582





(Omni Light in scene to show "normal map bumps")

Wire housing thing W.I.P


Yo joel is this what you mean im still confused about this model, i made it so it repeats itself to make the level editing easier,

Generator

just wanted to post something up, this is the electric generator that's going in the Locker Room.

It's a welcome change to model something which doesn't require endless vertex tweaking...




The red thing is meant to be a light, I haven't worked out those glow map things yet.

Thursday, 6 March 2008

The Wall Collapses


The wall that collapses. I didn't put roots on it yet for obvious reasons. But I think it is working well.

Wednesday, 5 March 2008

tank and tree so far



ive added dynamic lighting and particle effects to the scene but the rain will be edited to be faster and coupled with leaves and a leaf falling particle effect it should make a great focal point for the level.

Monday, 3 March 2008

Window Frame - textured!

Hows this look? Is there too much lichen on top or is it ok?

Tris: 286
Textures: 512x512 diffuse, normal, spec and AO maps



Sunday, 2 March 2008

Tilting Wall Light - textured

Tris: 738
Textures: 512x512 diffuse, normal, specular + ambient occlusion




Saturday, 1 March 2008

levelsofar


i thought i would show everyone the tree and tank i think it looks quite eerie even without textures on anything