tag:blogger.com,1999:blog-6666924158744283762024-02-07T18:48:26.210+00:00Three Dee RageI have created this blog to post both of my 3D and 2D work as well as places I have visited for research, Art Books, inspirations and usefull art related stuff I find on the internet. Enjoy !BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.comBlogger53125tag:blogger.com,1999:blog-666692415874428376.post-77839696261588191582012-05-08T15:05:00.000+01:002012-05-08T15:05:12.238+01:00Getting closer !Ok so I have opened up a bit the main area so that the background is more visible. That container there was blocking it too much. Now the railhoist area is more visible. I still need to tweak few material properties and add some high frequency detail to the foreground by using decals. Oil spill with a nice reflection, some concrete cracks and some random rubbish here and there to break it up a bit but not too much so that it doesen't get too noisy. Still not too sure about the wooden crate placement between the forklift and the train car. Will need to do a quick paintover to see what will work. Need to also fix some rendering issues here and there. Getting closer !<br />
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com1tag:blogger.com,1999:blog-666692415874428376.post-76076746707620284322012-05-02T12:20:00.001+01:002012-05-02T12:21:38.499+01:00UpgradesSooo... I've been given some crit and working on the composition right now a bit further, basicly polishing it up. Here is the current result.<br />
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-41197897241993466562012-04-27T19:07:00.001+01:002012-04-27T19:07:28.542+01:00Transit<div class="separator" style="clear: both; text-align: center;">
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Haven't posted long time here on my main blog becouse I was documenting all my work on the specially dedicated blog for this project. Here's an update on the scene I am currently working on. Finishing up few textures and then will be polishing it up a bit more. Lighting and composition still needs a bit more work. Will be posting more updates soonBARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-69383013287381635592012-01-13T22:07:00.000+00:002012-01-24T14:29:44.421+00:00TransitMy FMP blog has changed it's name and the idea has been focused more towards the train depot.<br />
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-56238794471425614562012-01-12T14:50:00.003+00:002012-01-12T14:50:38.443+00:00Omicron - Rooftop BarI am very happy how this turned out. I have learned quite a lot by doing this environment the way I did however there are a few things I would do now differently. <br /><br />Modular texture pipeline took me alot of time and that is because of the time that it takes to create a high poly, bake it down in xNormal and texture it afterwards. Halfway through the project I have bought nDo2 through which I would have been able to create and change them very quickly.<br /><br />Lighting on this scene took very long to achieve the desired effect. I found that night time lighting is one of the hardest to get correct. In order to make things look more natural and not washed out I had to tweak several settings. Each setting was coresponding with other so those had to be tweaked also. Long build times becouse of low spec PC didn't help very much also.<br />
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I might go back to it at one point and finish up some more ideas I have planned for this environment but that will be when I get some free time.<br />
To sum it all up there is always room for improvement but I am very happy what I achieved and learned with this project so far. My main goal was to create a modern/futuristic rooftop bar by using a modular pipeline with both assets and textures. Knowledge gained from this brief will serve very well in the upcomming projects.<br />
<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-71696839959006142242011-12-26T11:22:00.002+00:002011-12-26T11:23:13.578+00:00ChangesWas fed up a bit with the straight lines and that small tip of the old building and redesigned it a bit. It's just a quick geometry mockup and still needs to be uv'd and textured (additional bit) on the new building.<br />
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More curved arches will bring more interest to the main building I think.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-68777577394470801252011-12-18T20:39:00.003+00:002011-12-18T20:39:40.023+00:00Panel Test<div class="separator" style="clear: both; text-align: center;">
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Just testing out a quickly baked Sci-Fi panel. Made the detail cut ins a bit too big on it.<br />
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-72157675639877651412011-12-17T16:24:00.001+00:002011-12-17T16:34:34.268+00:00Old Forklift TruckFinished and Textured :)<br />
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com7tag:blogger.com,1999:blog-666692415874428376.post-37462424075573050102011-12-01T01:05:00.007+00:002011-12-01T08:52:41.117+00:00Rooftop progressSo I finally decided. Took me some time but it's setteled. I realizied that assets that I've already created I could use in my previous much more interesting blockout so I got back to it. I've re-adjusted some modular pieces and now working on texture panels so I can cut down the geometry of the ground floor and map it to the texture. The overall idea will be to use the textures created for floor and modular bits to wrap around simple assets like chairs and some simple assets. For more unique assets I will use 512's and try to multisub them and reuse the texture bits from other sheets. I am creating most of it in geometry to use vertex paint shader in UDK to give a bit of veriety to some parts and also tint some parts to give a different look to them. Here are some screenshots of the progress...<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA0HfPwnxul07TcH7sDUiQAbFMVmxfmJEcDMbslzZYzpHHypiRgzNIZV9SbR4dQOFud96kqAuO0glcpf70jzC5Fun0_G9u0H0t8DC5AQk7TVsyocExaW3pFnEwPI6z4osjt-2KHSzPafVq/s1600/Screenshot1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 223px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA0HfPwnxul07TcH7sDUiQAbFMVmxfmJEcDMbslzZYzpHHypiRgzNIZV9SbR4dQOFud96kqAuO0glcpf70jzC5Fun0_G9u0H0t8DC5AQk7TVsyocExaW3pFnEwPI6z4osjt-2KHSzPafVq/s400/Screenshot1.jpg" alt="" id="BLOGGER_PHOTO_ID_5681080124768302274" border="0" /></a><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjL_w5ldaKcXFwsCLQLFa42XV_RCkR3Bi-AzEuq2pYA_rJ4Uc8ia3Z6lUOkiKA47WSEWAH7Tpecyeroxoe0PM6EIlSt2VWV24l89Gt29EJUeyPSoSpuAy3gbCSroQuwTMAf1j6HAIYQ47w/s1600/Screenshot2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 223px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjL_w5ldaKcXFwsCLQLFa42XV_RCkR3Bi-AzEuq2pYA_rJ4Uc8ia3Z6lUOkiKA47WSEWAH7Tpecyeroxoe0PM6EIlSt2VWV24l89Gt29EJUeyPSoSpuAy3gbCSroQuwTMAf1j6HAIYQ47w/s400/Screenshot2.jpg" alt="" id="BLOGGER_PHOTO_ID_5680965029808489186" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWR_WX9ZCScZloV8cJjnfbh-N2X408W2tR_fb6BLU3PIDLs1S7v3mgoohyphenhyphen1-tLxVqExS0v6ztlAPT1XF8MwzOwVHVGWjiRhMrlBsm5-ZLr8L7b3vJaD64-QYdOCYay-8XMUDajrLskhC22/s1600/Screenshot3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 223px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWR_WX9ZCScZloV8cJjnfbh-N2X408W2tR_fb6BLU3PIDLs1S7v3mgoohyphenhyphen1-tLxVqExS0v6ztlAPT1XF8MwzOwVHVGWjiRhMrlBsm5-ZLr8L7b3vJaD64-QYdOCYay-8XMUDajrLskhC22/s400/Screenshot3.jpg" alt="" id="BLOGGER_PHOTO_ID_5680964932216657362" border="0" /></a>Did also a quick paintover of how the main building will look. Just playing with shapes. After I have done all the metal panels and do the floor I will expand on this one.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVlAf1LWEjZJjjFk7K4U0JXHxm_Z0d4YAbUk7Lbo4xEwLpFfcaaPSWtrMDcCKD_UlmQOAU8bR4vrrwPHOVEHvpJsQDApBc0FAk3BkvPOsNzqm8KBzZEf6c1bqK167DFDSQheU4imkg4-dv/s1600/Lounge+Paintover.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 224px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVlAf1LWEjZJjjFk7K4U0JXHxm_Z0d4YAbUk7Lbo4xEwLpFfcaaPSWtrMDcCKD_UlmQOAU8bR4vrrwPHOVEHvpJsQDApBc0FAk3BkvPOsNzqm8KBzZEf6c1bqK167DFDSQheU4imkg4-dv/s400/Lounge+Paintover.jpg" alt="" id="BLOGGER_PHOTO_ID_5680960539993664146" border="0" /></a>BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-42446495978840855532011-11-27T19:00:00.003+00:002011-11-27T19:03:38.629+00:00"NEW HAVEN" - FMP Blog<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHlWfGMJyuG1czlat5BhqRLuMrtwHY4DiH3-d9hGheoVM-XI_MbPGwaOrDgbZkqiDZPyYyLJnVb6LjCWv0KgOdd4TRnExRuOSVwVBggM7LWCPjEifR2ITzEtcdnAbuZrJ7OLVUyq26oGkb/s1600/SzczecinDockyard1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 301px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHlWfGMJyuG1czlat5BhqRLuMrtwHY4DiH3-d9hGheoVM-XI_MbPGwaOrDgbZkqiDZPyYyLJnVb6LjCWv0KgOdd4TRnExRuOSVwVBggM7LWCPjEifR2ITzEtcdnAbuZrJ7OLVUyq26oGkb/s400/SzczecinDockyard1.jpg" alt="" id="BLOGGER_PHOTO_ID_5679753211014069602" border="0" /></a><br />I have crated my new FMP blog since the old one had less stuff on it and didn't have a proper name. I have recreated the posts and updated them with new stuff and shots from my presentation.<br /><br />I've called my Final Major Project - "NEW HAVEN". You can find it here :<br /><br /><a href="http://fmp-newhaven.blogspot.com/">NEW HAVEN - FMP BLOG</a><br /><br />Hope you enjoy reading it :)BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-73082115428788776972011-11-26T22:05:00.005+00:002011-11-26T22:49:23.826+00:00Highrise Rooftops<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis6CojfI38w23McJoWWZBrtmWsTZWrSfLIppVTxFMOFnuAzAWXVvsszHUpsDWYWJjOhBmhhcHWtu6AxuwQdfD5fo-bZ1GXaBVRi6Vj1o0UzV00ji3GIjY3F01UQ_f1ClbcJOE3ZHEj7b6M/s1600/NewBlockout1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis6CojfI38w23McJoWWZBrtmWsTZWrSfLIppVTxFMOFnuAzAWXVvsszHUpsDWYWJjOhBmhhcHWtu6AxuwQdfD5fo-bZ1GXaBVRi6Vj1o0UzV00ji3GIjY3F01UQ_f1ClbcJOE3ZHEj7b6M/s400/NewBlockout1.jpg" alt="" id="BLOGGER_PHOTO_ID_5679439047620100178" border="0" /></a><br />My new blockout was more based on highrise building areas in a hige metropolis. This one looks more busy than the other one and feels like it is in the middle of a city. The previous one would be the highest building in the city and would feel very alone. Here I got alot of elements which break up the sky and also alot of tiers that make it more interesting.<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqlkDLz_C2Rz_9HkGP11cvdd9gx4P2XuDQBqTPp4ijBbKw6zREHAxJQ8OcfI1Bxwaph__MV-s9dOVSK13LlvgDgBXlyJpk51oy9H6wTiqLDKaBzeLLR1SMF_kMYnRH-Rt4RmS3xYpeUxH9/s1600/NewBlockout2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqlkDLz_C2Rz_9HkGP11cvdd9gx4P2XuDQBqTPp4ijBbKw6zREHAxJQ8OcfI1Bxwaph__MV-s9dOVSK13LlvgDgBXlyJpk51oy9H6wTiqLDKaBzeLLR1SMF_kMYnRH-Rt4RmS3xYpeUxH9/s400/NewBlockout2.jpg" alt="" id="BLOGGER_PHOTO_ID_5679438940606547154" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM8Ju5BWRxzT21Ta7c8x6XXFRC0HFPAkLUySkjIDuPL9gygpR6UJJLyfgHoXKPBtknSfQ1F8KRctHtT1wgPUyoPST5LwFBJRxCGnzBVKl3zbdLa62gHCLR8wjo37JZbucvDvxw9UcbOsTc/s1600/NewBlockout3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM8Ju5BWRxzT21Ta7c8x6XXFRC0HFPAkLUySkjIDuPL9gygpR6UJJLyfgHoXKPBtknSfQ1F8KRctHtT1wgPUyoPST5LwFBJRxCGnzBVKl3zbdLa62gHCLR8wjo37JZbucvDvxw9UcbOsTc/s400/NewBlockout3.jpg" alt="" id="BLOGGER_PHOTO_ID_5679438548713940210" border="0" /></a><br />This environment is based on 4 highrise building roofs. Still have to decide on what to put on the 4th one as its not yet blocked out. Might put something unique on it and fill it out with assets from the other rooftops.<br /><br />Concidering that I have not much time left to get at least 80% of this done I will challenge myself to do it in that time. I am planning to have all the assets done by then, first lighting pass, collisions, serounding buildings done and maby some particles. I will have to leave some stuff like some specular maps and particles for christmas.<br />I already have an assetlist. Everything is made to scale and snaps to grid. It is just a matter of cutting the geometry, making tilable textures and creating the assets. However I need to keep in mind the reusability and utilization of the texture sheets that I will produce.... Will post some updates soon ! :)BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-37088487972908276032011-11-26T21:54:00.007+00:002011-11-26T22:05:10.050+00:00Old Rooftop blockoutsHere are some screenshots from my OLD blockout which I have based previously on this building in Chicago. Wanted to create a futuristic pool lounge. I have invested in it about a week of work to crete all the modular bits and plan out some stuff for it.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3Se3JHkUZN5poWVZ-vlxL3CbvlBQ00bSuiCVHzklIBJ0CD8uNjFQLpUxUIdL3H_JUfgtVFDyk7f4p-uIdMtmfsvablTkOBQ_rS1CI1mU-Pimjo-1dgqBIrfkFytd6jw_CSjAI9kGCfs-D/s1600/1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 267px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3Se3JHkUZN5poWVZ-vlxL3CbvlBQ00bSuiCVHzklIBJ0CD8uNjFQLpUxUIdL3H_JUfgtVFDyk7f4p-uIdMtmfsvablTkOBQ_rS1CI1mU-Pimjo-1dgqBIrfkFytd6jw_CSjAI9kGCfs-D/s400/1.jpg" alt="" id="BLOGGER_PHOTO_ID_5679427228130495650" border="0" /></a><br />Here are some screenshots of my blockout. I have changed the middle front bit so it has 2 tiers for people to roam around.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXjBI0lGDnnhhkinKwWRzqeC2cy4bUY5YiN9eWmHzi41Axa64dSAtDPenWXovzMElx2dq3O65Rg-Fmr9-ucLOKpGy8m-DPRkCaA7M60bSQkQd-TGs058x14FOz18knUNepVa6r26go6rFK/s1600/OldBlockout2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXjBI0lGDnnhhkinKwWRzqeC2cy4bUY5YiN9eWmHzi41Axa64dSAtDPenWXovzMElx2dq3O65Rg-Fmr9-ucLOKpGy8m-DPRkCaA7M60bSQkQd-TGs058x14FOz18knUNepVa6r26go6rFK/s400/OldBlockout2.jpg" alt="" id="BLOGGER_PHOTO_ID_5679426887692577330" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiypf11wV3wCmW419bmPNZZZ3FK3UW9079yWCzWwMXDQkjOJeK2SnxnFlFP-vCYk6sJaE7PutLGO16EufAHrruJSPq7i_qkAT4-4fJYUs6oKpcOjc1CNthR5_Uaghyphenhyphen9fMIL3rFadOhGiyTh/s1600/OldBlockout3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiypf11wV3wCmW419bmPNZZZ3FK3UW9079yWCzWwMXDQkjOJeK2SnxnFlFP-vCYk6sJaE7PutLGO16EufAHrruJSPq7i_qkAT4-4fJYUs6oKpcOjc1CNthR5_Uaghyphenhyphen9fMIL3rFadOhGiyTh/s400/OldBlockout3.jpg" alt="" id="BLOGGER_PHOTO_ID_5679426489728958690" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij3NlSBxW_IQp05cbRObnxwCcnVjYc41P_e2C1Y8TYhmaN8HN70TkGJ41kgJGOuh36es55154aNLIIs3quABvfgrR_CrJu7br135Q1Wy27V94xRdIigrr7bzz4rS72vZD-MjIPc5otpzhyphenhyphen/s1600/OldBlockout1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij3NlSBxW_IQp05cbRObnxwCcnVjYc41P_e2C1Y8TYhmaN8HN70TkGJ41kgJGOuh36es55154aNLIIs3quABvfgrR_CrJu7br135Q1Wy27V94xRdIigrr7bzz4rS72vZD-MjIPc5otpzhyphenhyphen/s400/OldBlockout1.jpg" alt="" id="BLOGGER_PHOTO_ID_5679426351644286642" border="0" /></a><br />I am not entirely trashing thise one yet. I figure that for the rooftop project I should create something different than this. Something more Highrise and industrial. That's why I have decided to start over quickly and make new blockouts ASAP.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-39935629353679016622011-11-26T20:14:00.003+00:002011-11-26T20:19:55.785+00:00Forklift Truck texturing W.I.PI have reUV'd the model into 2 seperate sheets and assinged different submaterials. I tried to make less important and visible stuff smaller to leave space for the bigger, detailed and more important elements. I am quite happy that I managed to squeaze it to the limits :)<br />After that I had to rebake some stuff couple of times for better results. Here is a screenshot of all the baked stuff on it. No photoshop texturing was applied yet. Just simple diffuse bake inside max with multi-sub color materials for different parts, some AO's High and lows and normals.<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL6WD1VY9J_TMtdBDIpUh-4V1R6V7g8c_ZpJ7U552cWi1YMai-lIwc6-14YWWNSg1UFhi-asxFg0VSGsknc8sFwJOGWU8_MholhLP5-D6GXSP4M1ftJbJf6-sJpMM6CMihviOwPLYZKvxb/s1600/8+-+Base+Textures.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 314px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL6WD1VY9J_TMtdBDIpUh-4V1R6V7g8c_ZpJ7U552cWi1YMai-lIwc6-14YWWNSg1UFhi-asxFg0VSGsknc8sFwJOGWU8_MholhLP5-D6GXSP4M1ftJbJf6-sJpMM6CMihviOwPLYZKvxb/s400/8+-+Base+Textures.jpg" alt="" id="BLOGGER_PHOTO_ID_5679401434613958722" border="0" /></a><br /><br /><div style="text-align: center;">....and here are the UV's<br /></div><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP4SMBKG7_W2LdwVtE-PSEsDMsq6_1MAZ4HmwvZs5PmXAO9VaxHqbPoX9qDQYrySpk01-Ad2ea6_BB8RIYxgDoNZk02J94CnSMm_59A6X_CECqHCltbnr1r2OiwcQHgjC5jUYk7hplKIvY/s1600/Uv%2527s.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 226px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP4SMBKG7_W2LdwVtE-PSEsDMsq6_1MAZ4HmwvZs5PmXAO9VaxHqbPoX9qDQYrySpk01-Ad2ea6_BB8RIYxgDoNZk02J94CnSMm_59A6X_CECqHCltbnr1r2OiwcQHgjC5jUYk7hplKIvY/s400/Uv%2527s.jpg" alt="" id="BLOGGER_PHOTO_ID_5679401605553593378" border="0" /></a><br />Next will be painting on dirt, rust and scratches and adjusting some elements of the normal map.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-6185503373805486352011-11-24T15:06:00.004+00:002011-11-24T15:14:48.996+00:00Rooftop ResearchDid some Texture budget and reusing research for my rooftop project a while ago and made those panels for my design document. I have looked on how much space does each texture use to fit it in the budget I got. Also look how I can properly use th grid system to plan out space on a texture sheet to not waste anything.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGcoNgX90tLjSnS3Yt5nbuUHxi-k280NN6dJZNh_2cP_Y49f5p_OKms5uXCotZy7cySeCoMYImTBiEqFi0zFi58a1kTaIlnc4pDbiIm3iDac-9YsgK5y6wRp86qjGVQmOgy5KNBJOnETpo/s1600/Texture+Budget+Research.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 235px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGcoNgX90tLjSnS3Yt5nbuUHxi-k280NN6dJZNh_2cP_Y49f5p_OKms5uXCotZy7cySeCoMYImTBiEqFi0zFi58a1kTaIlnc4pDbiIm3iDac-9YsgK5y6wRp86qjGVQmOgy5KNBJOnETpo/s400/Texture+Budget+Research.jpg" alt="" id="BLOGGER_PHOTO_ID_5678579450960912322" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2o2i5ouOWQn8O9SqTA2hYou-maDNrLKTlCj1WnIxG3WjPrb-lEMXOxBCvKDBzA-KEIbP590Wan4iTan-dzAYo5HQXunTLKfO0C-wT3XSsFmAa0SkvyQmQRcxwIWeES4cGIeiOEaskl8Br/s1600/Texture+Utilizing+Research.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 235px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2o2i5ouOWQn8O9SqTA2hYou-maDNrLKTlCj1WnIxG3WjPrb-lEMXOxBCvKDBzA-KEIbP590Wan4iTan-dzAYo5HQXunTLKfO0C-wT3XSsFmAa0SkvyQmQRcxwIWeES4cGIeiOEaskl8Br/s400/Texture+Utilizing+Research.jpg" alt="" id="BLOGGER_PHOTO_ID_5678579351420542722" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBIhGQan7RdgsM03pAWyptdlYCvnoKsEyvkk_196z3diJlOcsm_frmOIV8NIPfBBiw8ohYrEefj7NZLXjBy3EfF1BDB2umlSgOiYFyZJGFU6QMcgH2Dh88iFwLfZaW6we-5-uM9HIvrugd/s1600/Reference.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 235px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBIhGQan7RdgsM03pAWyptdlYCvnoKsEyvkk_196z3diJlOcsm_frmOIV8NIPfBBiw8ohYrEefj7NZLXjBy3EfF1BDB2umlSgOiYFyZJGFU6QMcgH2Dh88iFwLfZaW6we-5-uM9HIvrugd/s400/Reference.jpg" alt="" id="BLOGGER_PHOTO_ID_5678579157293909778" border="0" /></a>The last one has some ref pictures on a clean style with metal panels I want to achieve.<br />Basicly the idea is to blockout everything first and then create textures that I could reuse all over the level. With that system a lot assets can share the same texture space.<br /><br />Did a couple of blockouts and working on the last (proper one). Will post some updates on it soon.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com3tag:blogger.com,1999:blog-666692415874428376.post-45718105126307121602011-11-22T15:01:00.006+00:002011-11-22T15:21:57.107+00:00Low Poly and Test BakeLow poly is 8800 Triangles. Here is a wireframe<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK0j3hXmRdyOJMqKxG-5xAoJS-6HU80yTuq5fdX8TdOwUtOTzOWcr0FF7gKG3mUgp9lbW5JhaxDDj_0pdM0Zp8fULtDbwEhVttq5NMeUW1jtt0AiOyD8Qx7OULhX32LnyXN6UORj9X22KF/s1600/Wire.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 341px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK0j3hXmRdyOJMqKxG-5xAoJS-6HU80yTuq5fdX8TdOwUtOTzOWcr0FF7gKG3mUgp9lbW5JhaxDDj_0pdM0Zp8fULtDbwEhVttq5NMeUW1jtt0AiOyD8Qx7OULhX32LnyXN6UORj9X22KF/s400/Wire.jpg" alt="" id="BLOGGER_PHOTO_ID_5677837227033448002" border="0" /></a><br />Was also testing a new technique with uv splits and have put it on a 1x2048 map for downscaling later on. Here are the results.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKQWQUm-bV3ISxs3MY4yOJJHlNaczuaxpGXu9hZ9Ycd6DDBBsS00sHazqrDpc6gV-29c7RQvf6US-9WNs5mmIOvEuSK2pIqaGj8KSNsSLgqjIZfCFrJbnOoPsIC4PHQ7DPU_zcQPFjmBJ7/s1600/TestBake.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 291px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKQWQUm-bV3ISxs3MY4yOJJHlNaczuaxpGXu9hZ9Ycd6DDBBsS00sHazqrDpc6gV-29c7RQvf6US-9WNs5mmIOvEuSK2pIqaGj8KSNsSLgqjIZfCFrJbnOoPsIC4PHQ7DPU_zcQPFjmBJ7/s400/TestBake.jpg" alt="" id="BLOGGER_PHOTO_ID_5677837733230553058" border="0" /></a><br />Quite happy how the split uv islands work out with shading and they have no errors between them. I guess stiching uv islands is not always worth it to get better results. However I will have to reUV it into 2 seperate texture sheets so I can readjust some areas. Make ones smaller and some bigger becouse some of the detail didn't bake very well.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-68811316331428977632011-11-17T17:29:00.004+00:002011-11-17T18:18:28.831+00:00High Poly Forklift Truck<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqDVrZ3oEYU5lHihfVDG7nSzYHDxulgskPKlP2gj3TmIVEEBhTn9N6-8nuAegW9o-34PapWK8SNHjW1z-8yWauEAaODGKd5mJ4fkMP1zmD_oKUs4j0DJlk-2nfX5USEDgSBWwXAB0uAvmp/s1600/Side.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 266px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqDVrZ3oEYU5lHihfVDG7nSzYHDxulgskPKlP2gj3TmIVEEBhTn9N6-8nuAegW9o-34PapWK8SNHjW1z-8yWauEAaODGKd5mJ4fkMP1zmD_oKUs4j0DJlk-2nfX5USEDgSBWwXAB0uAvmp/s400/Side.jpg" alt="" id="BLOGGER_PHOTO_ID_5676028292582961666" border="0" /></a><br />For my Vehicle project I have chosen to create my Forklift Truck that I have back home. I have taken my reference pictures before I came back for the 3rd year. The reason I have chose this is becouse it's a relatively small vehicle with an open interior. Within the tiangle limit I have I could retain alot of detail without sacreficing any shapes. On the other side it's some kind of a relict from the socialist times. It's been build in the 80's and its still working. Looks like it have been through alot tho. The detail on the metal body makes it look very interesting. Russian stickers on the sides and really old Polish mechanical stickers make it even better.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW_2uOF3zPrE1uIHiPXQmWr6qhSC8gDp_8HKP7vZ1JRmuThfl5uTJ4TXd8_NaQmVvY5rQAk4EznJ01aewnxBSCEp6zeVI1AeuR6kO7oAbKOP684NjIZCg3jCHwFp5-JSO30fCTizuLOwEb/s1600/Render.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 186px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW_2uOF3zPrE1uIHiPXQmWr6qhSC8gDp_8HKP7vZ1JRmuThfl5uTJ4TXd8_NaQmVvY5rQAk4EznJ01aewnxBSCEp6zeVI1AeuR6kO7oAbKOP684NjIZCg3jCHwFp5-JSO30fCTizuLOwEb/s400/Render.jpg" alt="" id="BLOGGER_PHOTO_ID_5676018318570462770" border="0" /></a><br /><br />Here is a quick render of my High Poly Forklift truck for my Vehicle project. Nearly finished unwrapping it and will be baking the normals on to the low poly.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com3tag:blogger.com,1999:blog-666692415874428376.post-13719796584170930792011-11-05T15:26:00.003+00:002011-11-05T15:31:39.898+00:00Environment Inspiration : Living BridgeI have found a very interesting video on the web. Meghalaya's Living Bridge is truly amazing. It is a great inspiration for a game environment.<br /><br /><iframe src="http://www.youtube.com/embed/apBO9pujP5E" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-78972439818115108862011-09-23T19:47:00.000+01:002011-09-23T19:47:26.301+01:00Palazzo Renders - W.I.P<div class="separator" style="clear: both; text-align: center;">
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New renders of my Palazzo. It's still an Alpha version but its in a stage that I can show it. Got still couple of things to add to it.<br />
BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com1tag:blogger.com,1999:blog-666692415874428376.post-85310575047379678152011-09-23T19:36:00.000+01:002011-09-23T19:36:03.304+01:00AT-ST New Renders<div class="separator" style="clear: both; text-align: center;">
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New AT-ST Renders for my Portfolio.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-17590228798012242222011-09-12T09:45:00.002+01:002011-09-12T09:45:55.918+01:00Door Color<div class="separator" style="clear: both; text-align: center;">
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Need to choose between those two which one to settle on :)BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com3tag:blogger.com,1999:blog-666692415874428376.post-15676013053905689082011-09-08T11:10:00.000+01:002011-09-08T11:10:02.004+01:00Finnaly finished the flag. I have sculpted the wrinkles and folds in Zbrush then took it to Photoshop to add additional detail. I have also imported is as a skeletal mesh so that the wind affects the flag in the environment.
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-65799434827058979612011-09-05T12:33:00.000+01:002011-09-05T12:33:37.773+01:00Soon Soon ...Ye so I am nearly there with this environment. Hope I will be able to finish it before eurogamer. I've made the ivy modular so I could reuse/recycle it arround the environment as much as possible.<br />
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Still to do :<br />
- Create assets<br />
- Flag, Woodplanks, Crate and Barrel<br />
- Texture Doors and Lantern<br />
- Fix Walkway floor<br />
- Add dirt and grime on the walls and floors<br />
- Decals<br />
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... and propably few things that will pop out during the process :P Then I can move to fixing Lighting and posprocessing.BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-62991397871677554992011-08-23T11:31:00.004+01:002011-08-29T21:17:27.817+01:00Floor UpdateSo I've decided to totally change the floor to some mediterranean cobblestone so that it fits the overall architectural background better. This way it looks less chunky and gives the place more space.
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-63711782329995306752011-08-20T15:13:00.001+01:002011-08-20T15:14:39.613+01:00LanternHigh poly lantern which is gonna be baked down to a low poly. Currently on it ;)
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<br />BARThttp://www.blogger.com/profile/07131412326982544243noreply@blogger.com0tag:blogger.com,1999:blog-666692415874428376.post-37104490205879107272011-08-17T00:12:00.005+01:002011-08-17T00:18:03.847+01:00Palazzo UpdateTook some screenshots of my environment to show how it looks now. Still got few assets to add and some stuff to redo quickly (cosmetic changes. End of the month is maby a realistic date I will finish it.... hope so. Feel free to crit :)
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