Wednesday, June 30, 2010

Sunday, August 10, 2008

The Priest

Character "master" (master and slave project) for USYD

Maya - Stage: Blocking / Massing out

Zbrush Topology Tests.







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Week 2

(Total Time Taken:
aprox 8hrs)

Torso Concept phaze




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Update

Body: Concept Phaze...






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Update

Maya Low Res - Progress....

Im liking the result here... however poly count has gone through the roof (L1OD 16000)!!! shit!
Will be reducing where eva i can...



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Update

Zbrush - Body Tests....







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Update

Zbrush / Maya - Head final retopology! i love zbrush!





Zbrush / Maya - resculpt over the new topology






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Head Texturing....




Thursday, August 7, 2008

Hang Em High

UT 3 Map: for USYD
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Hang Em High Conversion.

Game Type: CTF

Progress?

UT3 Blockout: Complete.

Blocking











































































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Test AO Renders








ASSETS:






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Concept Update:

Future tech just isnt doin it for me (too broad... too common) ... ive changed to something a little more interesting.
"Egypt Tech"


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Update:

Normal Generation Technique Testing: 2D generation using B/w Images.

Original Image:



Color/Diffuse Map:

Normal Map (2d generation)

Maya: Colour Applied to Flat Plan.

Maya: Hardware Preview with normal map attached.

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Bridge / Walkway asset: Normal & Texture Map testing (in game)


Normal Map (2d generated, from texture)
Diffuse

UT3 Editor
UT3 Shader
UT3: Realtime Ingame
UT3: Realtime Ingame

UT3: Texture density----------------------------------------------------------------------

Overcoming resolution limitations on my modeled environment:
I ran into a major problem whilst normal mapping and texturing... I only had about 1 tenth the resolution that i needed for the level to look half as good as what i wanted...

SOLUTION!
I had to create a layer type shader in ue3 that would allow me tile my textures but also combine with other textures via alpha maps.

What you see below is a method that combines 3 textures which are placed via alpha maps.

So what i will soon be able to do is combine not only diffuse textures but also normals maps...
why? So i can have 1 global parralax map for larger details (applied to the entire uv) , and finer details based on the diffuse texture (which would be isolated via alpha maps). ;P

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Re topology in zbrush for the terrain


Terrain shader: All diffuse textures pluged into my layered UE3 shader.
Next up... Tile able Normal maps.

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UV mapping completed in the main area, Red and Blue bases left.

Some texture tests on the new uv maps.






Also in the middle of running distance fog tests... so far results are pretty crap, Getting some odd lighting artifacts.... where tha f*** is the anti alias settings? :O will have to make do without them.



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1 Week Left

To Do List
5 more statics meshes
16 normal maps
5 color maps
32 specular maps
Cave roof (Texture + Normal map)

Update:

Final Layout

Starting to light
Starting to light
Starting to light (with emissive textures)


35 static meshes. Done.