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Showing posts with label Nathan-Clarke-XB2002. Show all posts
Showing posts with label Nathan-Clarke-XB2002. Show all posts
Friday, 19 April 2013
beauty screenshots
I took a series of 8 screenshot of my level in udk to be put into my portfolio. these demonstrate how effectly i have used the lighting in udk and placed my modular assets in engine to create the environment. Their is also a landscape material and mesh placed under the level where have used heightmapping and 2 different materials to create the land mass.
maps and material editor in udk
I created various different maps for each of the modular assets withing my game. These included opacity, diffuse, specular and normal maps. I did however encounter a lot of problems with the opacity map on my windows. This was due to the opacity happening all over my assets and an error in my original max file that made all the assets act really strangely, I fixed this by re-doing all my modular assets ove rthe course of one day.
This is how i have set up my UDK material, showing each of the maps. The opacity map is in the alpha channel of the diffuse texture.
This is how i have set up my UDK material, showing each of the maps. The opacity map is in the alpha channel of the diffuse texture.
Thursday, 18 April 2013
google sketch up map
This map shows the original map I had for my level design. This was too ambiscious as their were too many interiours and the map was too large to create in the time that I had.
Level sketchs
I started this project by craete a small sketch sheet showing the buildings and how modular assets will create them. This helped me to understand what assets I will need to create.
To do this first I looked into both are's of the theme of my game. Here are some examples of my reasrch images and my sketch page.
To do this first I looked into both are's of the theme of my game. Here are some examples of my reasrch images and my sketch page.
Friday, 25 January 2013
Mulefa turnaround
This is the design turnaround for my mulefa. after finishing the model I think that the over all design could be better as the middle 2 legs dont really work together. To even imagine this animal was extremely difficult but after modelling it I think i will go back and re design it to improve both the blueprints and the model.
robot turnarounds
These are the turnarounds that I have created for my model. I original created this turnaround using block colour and straight line art. This doesnt look as nice as i was hoping for so i decided to give them a black and white sketch look.
I think that the sketch look turned out better but i will improve on this by adding more details and some annotions to give these blueprints a more professional look.
I think that the sketch look turned out better but i will improve on this by adding more details and some annotions to give these blueprints a more professional look.
Friday, 16 November 2012
Normal maps
I have also followed a turorial that was set on normal maps. These are also refered too as bump maps as they show the detail of a high poly model but espically low poly. I found these maps difficult at first I as i didnt realise that all of the edge you wish to see must ethier be on an angle or at least champhered.
"render of the normal map I created on texture from the tutrorial"
"the normal map i created from a high poly model I quickly created"
Ambient occlusion maps
I have followed a tutorial that we were given on how to add a ambient occlusion map to a head. This gives the model a bit more depth and adds area's of shading were their needs to be according to the model.
"This is the ambient occlusion map that I created"
"this is what it looks like on the model"
Friday, 9 November 2012
Sheild And Axe
We had a guest lecture from OJ of white paper games about hand painted texturing techniques. He gave us a model to texture of a axe and a sheild using the techniques he had shown us. I painted the texture all on one layer in photoshop, this was different to how I usually work but the end the result is much quicker and louser but overall looks nicer. After texturing the axe and sheild I decided to add a cartoony look to the model by rendering black lines around the edges of the model, This made the model stand out and look more unique. To add a little more depth I added a royality free texture over my uv and used blending options and changing the opacity to make it fit a little nicer.
"Axe and sheild front view"
"Axe and sheild back view"
3D model plinth
I set with createing a plinth to display my models. For the design of my plinth i looked at few sources of insperation including the hell raiser puzzle box, tim burton artwork and even the green latern logo, rom these I developed a unique yet simple model plinth. The plinth had to be animated and contain visable cogs in its rotation. I also experimented with camera angles and lighting against a curved backdrop.
"model plinth in back drop scene"
Thursday, 18 October 2012
Ashley wood robots
I researched into a variety of Ashley Wood robots. All these robots are really unique toys that are simple models but use texture work to suggest detail. The major robot that stuck out to me is called "the little Martin". I decided gathered research on this model an created a mood board to help me develop blueprints and even my model which I will be making.
House model
Thislow poly model uses simple hand painted textures to give it a more graphic look. I used seperate shapes/ objects to actually create the model rather than working up from one primitive. This was a new way of working for me but I think it has worked really well and has let me build the house piece by piece. I also experimented with various lighting and camera's to display my model. I used simple sky lights on each of the windows and spot lights at certain angles to add little highlights to certain area's.
Completed texture map
Final house render
Skip
I have modelled skip similar to one that I created in the first year however this time I have textured and unwrapped it. This was so that I refreshed my 3D skills after the summer break.
This is the picture of the skip I worked off
This is the texture unwrap for my model
This is my final rendered model
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