Friday, 25 April 2014

Quick model-up

This was done for the last assignment at school, where we had to make something mechanical. Credits to Jake Parker for the concept reference. His image can be found through this link:

http://nuthinbutmech.blogspot.it/2013/04/red-bot.html



Here are textures maps that went into this sketchfab:

Diffuse
Normals
Gloss
Specular
Emissive


Thursday, 17 April 2014

Diorama Project: Complete!

Everything's finally finished for the diorama class.


- Enjoy the video -

           

Thursday, 27 March 2014

Gun Assignment



I created this gun several weeks ago. It was a lot of fun to put together, and render. This is the beauty of smaller assets, where a good amount of attention can be spent into detail.



Diorama Items # 2

For the second project in diorama pipeline, I had to create plants. I ended up making 5 foliage assets, which are pumpkins, white flowers, bushes, grass, and pine trees. It was rendered with the platform, which will be used later when everything in my diorama comes together.


 This looks pretty good with the assets created from the previous assignment. My next steps are to create a structure, and a few props, which will be used to occupy the empty space seen at back of this render.

Saturday, 15 February 2014

Diorama Items # 1


There are two unique assets in this picture. One's a rock, the other's a broken waterfall. It was quite a simple assignment, and a lot of techniques were learned from it. Sculpting, mesh optimization, and better UV packing techniques, to name a few.

It is a rather simple assignment to do, but time consuming, since I spent most of my time on more technical things, like reducing performance overhead. UV unwrapping consumed the most time, particularly with water mill, due to complexity of parts, and the goal to minimize unused space as much as possible.

There's a technique to calculate unused space. You make a solid white UV, take it into photoshop, rescale the uv ref to 1px, use the eyedropper, and you get a percentage of grey in colour palette. In the industry, developers minimize unused space to 10-20% of the total UV map.

10-20% is a really low number, I could only achieve 25-30% unused space. It's good for a student, but better if I could reduce unused space even further.

I might be able to achieve 10-20% unused space in the future, when there are more items to create for this diorama. UV islands can be cleverly placed across different materials, so textures can be packed up as much as possible.

Here are textures that went into this scene. I'll be posting a complete version, which includes all other diorama components, later in this semester.

Layout for watermill:

Diffuse
Normals
Specular
Gloss
...and a rock

Diffuse
Normals
Specular 
Gloss


Saturday, 4 January 2014

Winter Experiment (2013-14)


This is my first zbrush project. It turned out to be better than I anticipated. The base mesh was created with Andrew Loomis' female anatomy ref in 3ds Max. It was a good crunch to complete this under 10 hours.

Saturday, 9 November 2013

5 Assets Completed

These are done, and will be going into my group's UDK level. Rendering isn't too great with Unreal Engine compared to CryEngine, which is demonstrated in this video:

http://www.youtube.com/watch?v=NXNvmvaBNiY

but it will get better with the release of UDK 4:

http://www.youtube.com/watch?v=VitLyrynBgU

The level is halfway done. Terrain maps and foilage are in. The next step for our group is the creation of buildings, which includes a fortress, market buildings, and Sponza palace. They are based off the Mediterranean city of Dubrovnik.


 Fencing


 Table and Chair
 Fishmonger / Fisherman items
 Sheep
 Pottery








 Wood and Hay