Sunday, November 16, 2008

Baking a cake


Low poly is progressing pretty nicely, was hoping to come close to the polycount but its looking im gonna miss it by a quite a margin. Thought I'd jump ahead a bit and see how the normal map is baking out - slapped on a generic rust texture to try and give myself an idea of how the diffuse will act.
Need to start thinking about a decent specular and actually finishing up the low poly

Thursday, November 13, 2008

Van update


Started the low poly tonight, snapping the verts to the high poly mesh - its pretty mesmeresing for some reason just zone off into a trance

At his stage im concentrating on getting the silohuette smooth enough and relying on the high poly bake for any minor details

Wednesday, November 12, 2008

Update your blogs grabnamit

I need something to read : (


...and yesh im gonna be updating this soonish

Saturday, November 08, 2008

Don't I know you?

Bad enough he's a slave, even worse he's scripted to run towards you where his head explodes - was mighty unerving seeing myself explode again and again and again best I could do in the end was to shoot him my self

Fisherman chap WIP


A mish-mash of high and low poly meshes with poorly mudboxed slacks thrown in for good measure, working on the head at the mo. Thinking the hands might be too large although its too hard to gauge without a head at the mo, need to think of more accesories a fisherman would have about him to make it look a bit more current gen

WIP Van-thing update thing

High poly van for baking normals - still a fair amount to do bit worried detail will be lost in the normal map, deja vu I've posted this before will post my fisherman chap and the early stuff on my new(!) environment later. Possibly

Friday, October 17, 2008

Environment: Stately home wip2


Created some low poly assets and baked out some normals for the corresponding high poly versions, went around Leicester with Dave today taking SCHNAPS of everything - of course most of the photo's I've taken are blurred horribly but then again they are my own sourced textures so there'll just have to do - bleh

Wednesday, October 15, 2008

Environment: Stately home wip1



Working on the Stately home option for the environment piece, decided to create high poly versions for most of the models to make it a lil easier deriving decent diffuse.normal maps etc, I went to a National Trust property and it was nigh on impossible to take any pics, all the ones i did take were blurry. I did however buy the guide book - which has one small pic of what im doing.

Working on the fireplace at the mo will post in a few days when i have some more stuff

Friday, July 11, 2008

Kardboard King



Ok, its pretty funny but certainly not funny enough for dicks on youtube to go about bitching about it and frankly some of the comments are more than a little disturbing, stuff like his age went way out the window there...

Although I have to admit i did have a wee burst of laughter when he started tea-bagging an invisible corpse and i realised he was running through the games animations for every weapon he picked up - give him some clay and the boy will go far

Monday, June 09, 2008

Train of thought

Been playing with the material editor in ue3, trying to follow up with this idea a few of us had, the model on the right just uses a standard diff/normal shader while the one on the left uses - witchcraft...

I've noticed a few things in producing this shader in how to correctly produce a texture, its heavily reliant on the underlying diffuse texture being quite flat with fairly consistent solid blocks of colour that maybe alter to reflect shadow and the like. The texture in use, a 256 no less, was heavily pixellated and had many high area's of noise with give some area's an almost 'frosted glass' effect. To get the desired 50's look simpler diff and normal textures may be required with any other details physically modelled in
'The desired look'


Oh yeah and i moved the one on the left as a crappy way of showing how a charecter model would look with it applied without baking it all in - gonna try applying it to an actual charecter tomoz