Tuesday, 29 June 2010
photo sourced vs hand painted
Sunday, 27 June 2010
Asset number 2
Friday, 25 June 2010
normal test
Playing with normal maps today after talking to a friend to explain the way I would go about making a sheet of corrigated metal.
The way I explained to him was to create an extreamly high poly model with all the dents and rivets i want in the final product then to bake out a Normal map and Ambient occlusion map using Xnormal then apply those maps to a flat plane for use if the player would never get close enough to examine it, if the player would get close enough then to apply the maps to a low poly version of the model.
I put this to practice and the images above are the result. the 1st model is the mapped plane it is 1 solitary poly, 2nd is the low poly model it stands at 73 polys, the final is the high poly at a staggering 3504 polys.
As you can see the Normal and AO maps are working quite well on the plane it gives an effect of it being corrigated but in game the player would notice the lack of 3d on it if they managed to get close to it. on the low poly model the maps are working brilliantly you can see the rivets and dents the only real issue on both is there are some smoothing issues but they can be sorted.
Thursday, 24 June 2010
final asset
finally i can say done and mean it!
So after 4 days reworking and starting again and then reworking some more only to restart again, I can finally say this is the final texture with normal map and specular. All hand painted, the ony thing I might go back to this for is I have the front and back of the bin sharing texture space, so the graffiti is repeated.
Tuesday, 22 June 2010
final texture (hopefully)
and we go again
Monday, 21 June 2010
After speaking to a few people who know texturing better than me i decided to give the dumpster texture another go, still need to finish a few bits suck as the wheels and the corners need more work i think i scratched them up a bit too much. overall id say a definate improvement though.
your thoughts?
your thoughts?
Saturday, 19 June 2010
This is the scene i'm putting together at the moment its just to show off that i can make smaller insignificant assets that the player will more than likey run past 1000 times without ever taking the time to look at them, but thier the essential assets that every game needs. The images below are every asset used in this scene so far (except the bin which is on the previous post).
I still need to make drain pipes and other things that will make the scene more believable but things are comming along. once everything is built i will start looking into lighting and getting the best camera angle to show things off.
Scene as it stands.
Window.
Cable spool.
Pallet.
Dumpster.
Crate.
Barrel.
I still need to make drain pipes and other things that will make the scene more believable but things are comming along. once everything is built i will start looking into lighting and getting the best camera angle to show things off.
Scene as it stands.
Window.
Cable spool.
Pallet.
Dumpster.
Crate.
Barrel.
Friday, 18 June 2010
making garbage and enjoying it
Ok so i thought really i should use this blog for more than an image dump, so here's a bin nothing fancy just a bin the high poly model you see has a turbosmooth modifyer on it which i then used to make the dent before removing every unneccesary edge i possibly could taken the high poly of 1604 polys down to a sultry 537 polys
high poly
and low poly
high poly
and low poly
Sunday, 13 June 2010
Saturday, 12 June 2010
Tuesday, 8 June 2010
Monday, 7 June 2010
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