Friday, 13 January 2012

Transit

My FMP blog has changed it's name and the idea has been focused more towards the train depot.



More information on the blog :)

Thursday, 12 January 2012

Omicron - Rooftop Bar

I 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.

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.

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.







 
      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.
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.

Monday, 26 December 2011

Changes

Was 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.


More curved arches will bring more interest to the main building I think.

Sunday, 18 December 2011

Panel Test

Just testing out a quickly baked Sci-Fi panel. Made the detail cut ins a bit too big on it.




Saturday, 17 December 2011

Old Forklift Truck

Finished and Textured :)







Thursday, 1 December 2011

Rooftop progress

So 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...




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.

Sunday, 27 November 2011

"NEW HAVEN" - FMP Blog


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.

I've called my Final Major Project - "NEW HAVEN". You can find it here :

NEW HAVEN - FMP BLOG

Hope you enjoy reading it :)