most of the assets were procedurally textured.
ART_Development Blog
Wednesday, 19 January 2011
3x annotated shots
ART_assignment submissions [2x real-time rendered images ]
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.
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
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.
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