Posted on: June 29, 2009 | | |
Posted on: June 15, 2009 | | |
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.
Posted on: May 22, 2009 | | |
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.
The scene clocks in at a total of 5,798 Triangles (This includes instanced assets)
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.
Posted on: May 10, 2009 | | |
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.
Posted on: March 19, 2009 | | |
Abit of Normal Mapping practice since I’ve been having alot of issues as of late with seams, smoothing groups and getting a good bake out of a hard edge model, also abit of getting to learn some Unreal Engine 3 workflow, image is realtime and was screen captured from the Unreal Editor.
(Thats not to say my previous screen captures weren’t realtime, they were captured from the 3D Studio Max viewport usng a realtime shader)
Should have done alot more mirroring in the texture aswell, probably could have made the texture map half the size.
Posted on: March 11, 2009 | | |
I did this not long after the brick wall I posted earlier but didn’t feel like posting it up for some reason, I don’t really intend to complete this yet, it was just some random modelling I felt like doing.
The first image is the normal map applied to a flat plane with some ambient occlusion, the second image is the high poly model I made to bake the normals and ambient occlusion maps from.
Posted on: March 2, 2009 | | |
Posted on: February 21, 2009 | | |
Posted on: February 14, 2009 | | |
Posted on: January 30, 2009 | | |
It’s been awhile since I last posted, thats not to say I have been slacking, I’ve been doing alot of “behind the scenes” learning type stuff and havn’t really made anything complete enough to post.
Here’s my latest piece that I hope to take to completion, I am doing a High Poly Sub-D model of a Accuracy International Arctic Warfare Sniper Rifle, I’ll be using this to generate a normal map when I get the low poly version done.
