Wednesday, 19 January 2011

asset beauty shots

some asset beauty shots


most of the assets were procedurally textured.






















3x annotated shots

annotated shot 1

click image for larger file



annotated shot2

light shafts
click image for larger file








annotated shot3 

entropy shader

click image for larger file

ART_assignment submissions [2x real-time rendered images ]

here are the two real-time rendered images from UDK

they may look a little over saturated depending on your monitor collaboration

click image for larger size

click image for full size



Friday, 14 January 2011

tekkon kinkreet wip

Half through the modeling and texturing process, the assignment deadline was today. Unfortunately, I wasn't able to finish the scene on time. However, I hope that by next Friday everything would be finished and handed.

I have decided to not  be 100% loyal to source art. However, all the major landmarks that made the original scene are still present such as the car, the chair and so on, although I did base the scene in an abandoned are of a town rather than on top of a skyscraper.

a udk screen grab of the progress so far.

Monday, 1 November 2010

no update

so update this week, but i will have to work double hard to get things ready for the alpha in two weeks time

Tuesday, 26 October 2010

chair prop

Right so, I think I might have been little too ambitious about choosing the tekkon kinkkret scene. Why do I say this will, first off,  the scene is too detailed, and every prop seems to be.. unique, plus I am finding it a little challenging to transfer the anime look into the game engine... so  I have decided to try and get the scene modelled as close to the original art work as possible. However, I am not gunning for 100% representation of the original amine style?

I finished working on the chair prop for the scene. I had a problem with the uvs [forgot to weld the uvs after unwrapping them] but it was easy to fix since all that was need was to select the problematic uvs and weld them.



 
those are the unwelded uvs pretty ugly right 

a screen grab from 3dsmax with a vewport realtime shader. iam not worried about the how it might look in the UDK, i will deal that once i have finished the majority of the props 

Saturday, 16 October 2010

wooden plat form for the

16/10/2010

started work on the wooden floor. exported a single plank from maya to Mudbox and where i hand sculpted the detail by hand using the standard brushes for the medium resolution detail and used a custume made stencil to for the high frequency detail  the same stincil was also used for texturing the plank.




real-time view port grab from 3ds max with defuse,normal and specular  applied