Thursday, 9 December 2010
Wednesday, 8 December 2010
is that a tentacle in your pocket or are youjust pleased to see me?
started work on the tentacles tonight. i'll be working on them individually then combining the the textures. i'm thinking along the lines of snake or alligator skin for the texture, i was going to do more squid like with suction pads but thought it would be too smooth for a decent normal map and most of the class have probably gone down that road.
Monday, 6 December 2010
we have a floor
Friday, 3 December 2010
time for a lick of paint
after talking to dean i now have a better understanding of how to paint in mudbox. so heres my attempt at creating a tileable texture for the walls will be working on the colours a bit more but at the moment i'm kinda liking the blueish hue. still need to get rid of the seam which is my own fault i left edge bleeding on when extracting the maps.
Thursday, 2 December 2010
latest boxout
Wednesday, 1 December 2010
chesty
Thursday, 18 November 2010
scene1 blocked out
Tuesday, 16 November 2010
Saturday, 13 November 2010
building 4 almost done
i'm thinking this building will be used more as background filler than anything but i may have in the fore ground as a brothel type building as it just has that vibe to me. i'm going to make both the front and back of the building both look as though they could be the main entrance that way i can rotate the building and have 2 different buildings in 1 model
Tuesday, 9 November 2010
i guess i'll call it the shop
Monday, 8 November 2010
were going down the pub
a monster truck?????? really?
unfortunately i couldnt get any pics but sat in the office today and what turns up a damned monster truck all dolled up in motorstorm stickers i'm guessing its for the ad campaign.
damn cool stuff though not everyday you get to say a monster truck turned up to work.
damn cool stuff though not everyday you get to say a monster truck turned up to work.
Sunday, 7 November 2010
close the bloody windows
update on the main building for scene 1, just need to finish the windows and build the door then its done and its on to a few smaller buildings. hoping to have all base meshes for the 1st scene ready to take in friday morning to show dean and stas.
i'm saying a week for each scene on base meshes but then again the 2nd and 3rd scene the buildings are basically all the same so the 3rd scene might only take a day or so to build the base meshes.
once everything is built i will unwrap everything and export to mudbox scene by scene to create normal maps.
lets go down the pub
and we get some proper stuff built
Friday, 5 November 2010
big brick little brick?
Monday, 1 November 2010
Where i'm at
So the preproduction document is done, i only managed 3000 odd words and some images but it should be enough to get across the ideas behind my project. I'll be going into college tomorrow for the 1st tutorial of the mudbox module so that i can get an idea of what needs doing and the time frame for it all.
other than that ive been working at evolution getting a shed load of lod work done (tedious but still fun) and as of wednesday i should be getting something a little more interesting to do maybe even some modelling (not holding my breath on that 1 just yet though as i am still learning maya and wouldnt want to let myself or the team here down.
will update tomorrow about the mudbox project and will make regular updates over the course of the mudbox project aswell as my time here at evo.
ohhh random i know but if you have any doubts about 3d tv's for gaming all i can say is you shouldnt cause its awesome.
other than that ive been working at evolution getting a shed load of lod work done (tedious but still fun) and as of wednesday i should be getting something a little more interesting to do maybe even some modelling (not holding my breath on that 1 just yet though as i am still learning maya and wouldnt want to let myself or the team here down.
will update tomorrow about the mudbox project and will make regular updates over the course of the mudbox project aswell as my time here at evo.
ohhh random i know but if you have any doubts about 3d tv's for gaming all i can say is you shouldnt cause its awesome.
Tuesday, 26 October 2010
never thought i would enjoy working for free but...
so today i started at evolution studios doing a 3 month placement working on the latest motorstorm game which from what ive seen looks pretty awesome.
ive got 90min - 2hour commute to the office and the same home but hey i'm working on a multi million selling game so i dont mind leaving at 6:30am to get in for 8:30.
so far ive met the team some of which i have talked to on Andy Gahans 3d-for-games website others it the 1st time ive ever met. everyone seams really cool and everyone is helpful so what more can you ask for. ive been given 2 ports of call for any questions rich and chris who are both cool.
and my 1st task so far has been stripping polys to create LOD meshes, the games getting close to crunch so ive joined right in the thick of things which is ok means i get to learn on the job which i do well (or so i think anyway)
unfortunately i dont think i can show anything ive worked on even though some of it is simply a box with a texture.
but thats me so far
ive got 90min - 2hour commute to the office and the same home but hey i'm working on a multi million selling game so i dont mind leaving at 6:30am to get in for 8:30.
so far ive met the team some of which i have talked to on Andy Gahans 3d-for-games website others it the 1st time ive ever met. everyone seams really cool and everyone is helpful so what more can you ask for. ive been given 2 ports of call for any questions rich and chris who are both cool.
and my 1st task so far has been stripping polys to create LOD meshes, the games getting close to crunch so ive joined right in the thick of things which is ok means i get to learn on the job which i do well (or so i think anyway)
unfortunately i dont think i can show anything ive worked on even though some of it is simply a box with a texture.
but thats me so far
Monday, 25 October 2010
Sunday, 24 October 2010
and were alive again
i promised stas and dean i would start using this blog again so that they could follow my progress easier.
so this week i have been working out the basics for my pre production document. i need to tweak a few things and add some bits but other than that were good to go.
i've uploaded the pdf forpeople to look through if theres anything i have clearly missed or something i should take out then let me know.
http://www.mediafire.com/?k437twyhrzji3c8
thanks guys
so this week i have been working out the basics for my pre production document. i need to tweak a few things and add some bits but other than that were good to go.
i've uploaded the pdf forpeople to look through if theres anything i have clearly missed or something i should take out then let me know.
http://www.mediafire.com/?k437twyhrzji3c8
thanks guys
Tuesday, 21 September 2010
killing time
so with the start of the new year and the building of a new website i have decided i will no longer be using blogger.
if you would like to keep an eye on my progress over the next school year then come on over to my website and read the blog there the address is.....
http://www.adamstockton.co.uk/blog/
if you would like to keep an eye on my progress over the next school year then come on over to my website and read the blog there the address is.....
http://www.adamstockton.co.uk/blog/
Saturday, 4 September 2010
Monday, 30 August 2010
need to bump up the ambient lighting and build a section of street so its no longer on the nasty bsp then maybe add a bit more street furniture (phonebox, really low poly buildings ect...)
ohhh and because i never put the image up before heres the real building. on west 122nd street harlem new york (spent so much time looking at the building on google earth/maps if i got lost in nyc i could still find this place)
Sunday, 29 August 2010
now with rain
added some rain effects which ive found quite a nice easy thing to do once you figure out emitters.
the main rain is just a static mesh with a rain texture on it and the texture is set to pan, the waterfall effect on the corners and ac units is a partical sharing the same texture as the rain and then the splashes under the waterfall is a smoke emitter that also has a rain drop emitter that faces upwards.
Saturday, 28 August 2010
put the modular pieces into udk alls looking good but i'm having issues with lighting. when i try to rebuild all the swarm window open it runs for about 20 mins then fails so i can only build lighting in preview meaning i dont get the shadows i would want.
i may put everything into ut3 instead where i dont have the swarm thing to worry about and also in source maybe crytek or marmoset. but marmoset will have to wait untill i have put all the unwraps into 1 texture.
i may put everything into ut3 instead where i dont have the swarm thing to worry about and also in source maybe crytek or marmoset. but marmoset will have to wait untill i have put all the unwraps into 1 texture.
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