Friday, 25 July 2014

Off to the USA

off to the USA now, ill be back on September the 1st, its a long time but it should ive me some visual ideas along the way. Anyway off to the airport now.

will be travaling through rute 66, and rafting dow the Grand Canyon, and venturing through Las Vagas.

Sunday, 20 July 2014

Normal Mapping the Floor



Tested out Mayas normal-mapping, seems to of worked pretty well other than a wired scene appearing in the middle of the normal map like a crosshair for some strange reason. However it does make the normal map result more interesting to an extent, it gives it a more “mass manufactured” look; which is fine but it does get slightly annoying as its not 100% like the concept art.

With the normal map I took it straight into dDo and created a new texture with a metal plate pre-set for the colour and lighting. I then added little bits of detail such as scratches and general where and tear. I wanted the floor to remain fairly clean as having it completely dirty and worn to the bone wouldn’t of looked good. At the moment the plate appears to be slightly too reflective, but it works with the scene, as well as making the scratches more visible in the scene. This should work with the new PBR (physically based rendering) as the Marmoset viewer seems to work that way, but citation needed. Here is the current result with the flooring.



Saturday, 19 July 2014

Modeling and Texture Update, Si-Fi Apartment

Another update, at current progress is a little slower than i would like, but being part of two groups is hard, currently creating an air purifiyer for another game project my uni freinds are constructing while trying to do the Si-Fi apartment, which is kinda tricky to manige time for, however, i have had substantion progress with both.

At the moment the fire extinguisher in improving, however I did underestimate it, and mistakes where made. it is looking OK, but if i where to model it again, which is still a possibility, I would change curtain arias of it. But for now it is to an acceptable standers which I am happy with.

here is the current progress with it. I am still laying out UV's and creating the appropriate textures for the object.


The below image is an edited texture in dDo. I added more of a stained look to it which I can manipulate with the UDK mesh painter/poly paint.




Wednesday, 16 July 2014

Back and Graduated. Looking for work!



Graduation Finished, and it’s straight back to work!

Been too long indeed, Graduation ceremony was memorable, I am indeed going to miss everyone from university, however what it important now is making shore that the degree is worth it.

At the moment I am having extreme difficulty in getting Autodesk Maya 2015 to work on my PC. It’s not that I do not have system requirements or settings that conflict with Maya 2015, its more their end with the Licencing or LMU.exe crashing/ “not responding” and closing. At this rate with the most helpful support ever (sarcasm intended), I will be sticking to Maya 2014. Although it is painful to see exporters for Unity and other features which Maya 2014 lack. At this right Autodesk are almost promoting Piracy of their student software, which is extremely annoying, but if worse comes to worse they might not give me much of a choice.

Another program I am interested at looking at is “Modo”. What fascinates me with it is its combination of hard edge modelling and sculpting. While I will not work into this right now, I believe that it could be very useful in the future as well as become appealing to industry for its cost effectiveness.

Anyway, more in the project side of things. Things are now full on and speeding away, although I do have a holiday coming up to the Grand Canyon where I plan on taking interesting photos of its awesome scenery. So in short, this is going to be a test to see how much I can get done within this last week I have before I am separated from by PC for a long time.

At the moment I have been rescaling the Grey-Box model as the scene was too big, making the character looks like a dwarf. I’ll have to change some of the scaling of objects like the bed as they are too large, this is due to the viewport not matching the perspective which effected my eyeing of the scene. However despite this, coming back to the project after some time away has revealed to me the faults in the scene with fresh eyes, allowing me to fix the project to be more accurate. Here is the updated Grey-Box so far.