Wednesday, November 26, 2008

Snippy snippy

This is my second attempt at the environment so far, only spent two days on it so far so i think im doing ok - was considering chopping it in two to make it a bit more focused and to help frame everything together - need to talk to Heather tommorow i think

Sunday, November 23, 2008

Blergh



High & low poly of the interiors are done, just need to unwrap it, bake it all out and slap a generic metal texture on it then run to the hills - swoosh!

Friday, November 21, 2008

Van update thingy



Starting to come into shape, don't want to spend more than a few days on this before finishing it up, have a few quick idea's for the damage state which should hopefully still look pretty decent - exterior is more or less finished apart from the obvious grill, headlamps etc and I've started on the interior high poly tonight

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