Tuesday, 29 June 2010

testies



just trying something out not happy with the results so will try again later

photo sourced vs hand painted

Been trying to get the hand painted textures down, but before now ive only done metal so i thought i would try a wood texture.

the image shows photo sourced on the left and hand painted on the right i think i'm close to cracking it but would like oppinions.

Sunday, 27 June 2010

Asset number 2


Heres the final shot of the barrel with all texture maps, i've stuck with the black boarder and think i will for now until i've got a folio of work completed and then when it comes round to updating it with all new work then think about changing my display style.

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





So here's the final display image for the dumpster, i know 4 days on texturing is way too long but its paid off and if i can keep hitting the texturing at this standard it will only get quicker. not 100% sure if this style of diplay will end up being my final but it works for now.

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)


So unless people look at it and automatically scream "ahhhh whats that bit it looks horrible" then i think i can call this texture done. its been a long few days tweaking but worth it now i just need to work to this standard 1st time round so i dont need to come back and redo things.

and we go again



redone the bin again and again i'd say its looking better so practice is doing its thing. maybe 1 day i'll be able to get it right 1st try.

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?

Saturday, 19 June 2010

Was asked by someone to see the uv layout for the dumpster so uploading it here.

that is all.
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.

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

Sunday, 13 June 2010

Saturday, 12 June 2010

Tuesday, 8 June 2010

Monday, 7 June 2010