Posted on: January 19, 2010 | | |
Finally finished! Feedback and critique would be greatly appreciated :)
View Texture sheets here
Finally finished! Feedback and critique would be greatly appreciated :)
Working on a scene based off artwork from the artbook Cannabis Works by Tatsuyuki Tanaka (ISBN487031567X) Currently work in progress, theres a long way to go yet…
A couple random props and models, first two props (cardboard box / shipping container) are using a colour changing shader made in the Unreal 3 Material Editor to get more variety out of one diffuse texture. The other two were just normal random practice, trying to nail stone and brick with zBrush and modeling a pocket watch seemed like a fun idea.
I did this as part of an online workshop where many different people attempt to create the same object, sharing workflow, tips, tricks, and .objs as they progress. My model is still missing somethings such as engraved text on the control panel, might add that in later. It was an interesting little exercise, I learnt a couple things from it so it was fairly beneficial.
On the fence a little about calling this done, it doesn’t look quite right yet, will probably update the image later with some refinement after I get a little feedback. Feels good to have my first scene in a game engine done, need to make more! Edit: Made the grime and dirt build up in the corners of the scene easier to see and added localized grime around the bases of the sink & toilet where they touch the floor.
It’s been awhile since I’ve updated, I’ve been working on stuff but most of it is too incomplete to be worth posting at the moment, that and I’ve been slowed down alot tackling mind boggling UE3 issues with a lot of trial and error, but finally my stuff is starting to look fairly clean in Unreal so I can finally start putting together some stuff alot faster now hopefully. Heres a Work In Progress shot of a scene I’m working on at the moment, still early stages yet. There are a few things more to model and then I can start giving it life through textures and lighting, right now it’s just some temporary lighting, Normal Maps & Ambient Occlusion. |