Monday 31 January 2011

fmp begins.... again

so ive started working on the final major project again and i'm thinking logically about stuff now.

fewer buildings in shot, modular construction of background assets with only the main "HERO" buildings being high detailed.

so to start with i'm making all my texture sheets for the modular pieces, 1st up is the main bulk of the buildings (walls and roof) tomorrow will be windows doors and such.

Thursday 27 January 2011

just for uploading to forums

and done

so today i hand in the mudbox module its 5:28 and i have been working for 48 hours only taking a total of 3 hours off to go into town and to eat, but its done as much as i can do. Sorry about the state of the chest it was the last thing i done and i was getting a ton of errors so said f**k it and just put it in as is.















Wednesday 26 January 2011

stairs dusted


ok so thanks to the wonderfully random crashes and lack of auto backup of mudbox i lost my sculpt of the stairs model just after i had extracted my ao and normal maps.

luckilly i had the ao and normal though so i just textured in photoshop.

next up the chest and barrel ohh and the door

arches


as the title says arches

Tuesday 25 January 2011

i has tenticles again


ohh were close now only 6-7 assets left to do then lighting and if i get timemore detail in the textures.

Monday 24 January 2011

getting somewhere


Need to do the arches,door,barrel,chest,tenticles, ceiling, sconce, stairs and some detail work around the window.
but hey were getting somewhere .

Sunday 23 January 2011

SO MUCH TO DO AND NO TIME TO DO IT

WITH ME GETTING AN EXTENSION UNTIL FRIDAY THAT GIVES ME 4 AND A HALF DAYS TO BANG OUT SOME KICK ASS ASSETS. DOABLE ?

MAYBE.

LATEST

Monday 17 January 2011

restart

so after the loss of everything i am having to start again only this time working at a faster pace and higher overall standard.

so heres the new floor and wall (although the wall is my old textures just recoloured slightly)

Thursday 13 January 2011

I am evo no more

so today was my last day at evo and i must say i was sad to leave i was really enjoying my time there and i'm gutted i didnt get to see the game go gold, but i've come out of my 3 months there full of knowledge and inspired with new techniques that i will be using in my work for uni.

Andy has gone through my current body of work and my website and given me some good crit on how best to display my work and possibly the best thing ive heard in the last 3 years (3d related) and that was if i can produce another scene to the same standard as my new york building i should have no problem getting a job, unfortunately though evo has no jobs going as at the end of this month all the contract staff are being let go so they cant take someone on until the next project is underway.

buy again i've come away from my experience there with so much that i can only be happy about it.

ohh and jake i think i have a basic understanding of vert painting now thanks to a tut i found on youtube http://www.youtube.com/watch?v=sdI3ddGFYJg

Tuesday 11 January 2011

add a little colour to your life

Started to figure out the hypershade menu system thing in maya to apply textures just need to figure out vertex painting so i can apply different textures on things like the rubble mound to break it up a bit, thats what they do here at evo atleast so i think that will be tomorrows lesson plan for myself.


Monday 10 January 2011

finally something i can show





so now that my time here at evo is coming to a close (reluctantly, i would chain myself to my desk but how would i get food) i am no longer working on motorstorm and instead i am working on my own personal portfolio stuff in the vein of the motorstorm style.

so i can show this without breaking any NDA i signed.