Tuesday, December 1, 2009

The Campaign Marches On

You may notice a new title to the site. Although ITGM 405 is over for me, the project is not. I plan on continuing my updates on my progress here on this blog. Will not be as frequent perhaps but will still happen.

After almost 2 weeks of resting up and having some fun, I decided to actually get some work done today. I worked on a well that I've decided to put in the back of the yard. Will also be working on vegetation soon. In the picture below you'll also see a broken carriage wheel that I plan on leaning up against the carriage house. All have been UV'd, plan on bringing the wheel into zBrush soon and doing some stone sculpting.

Thursday, November 19, 2009

Post #37

Good Job everyone on your projects!



A basic poster I made as a final tweak (it's big, may load slow)


Monday, November 16, 2009

Saturday, November 14, 2009

Post #35

So I realize that I haven't posted in this all week.

I've been working in Unreal for the past 5 or so days. As you can see in the picture, I'm currently working on sculpting the terrain for my level. I also finally got around to making the barrier cement walls that will help to confine the player to the associated area. In my original plan I had hoped to have a river and possibly a bride. I don't think I have time to learn about water effects and certainly not for a bridge. So that will probably not make into the final cut.



Currently only have 1 texture left to do. I was trying a new technique in order to bake the normals for the top roof part. I've been having difficulties since Maya likes to crash on me a lot, so it remains bare while I tweak other things. After the terrain and that last texture are done, just have to do the lighting (which I probably will go relatively simple with). I'll probably look for a better skydome texture also. The one in the scene currently is an Unreal one and while it's kinda close to the atmosphere I was going for, I'm not really sold on it.

Hope everyone else isn't killing themselves yet.

Saturday, November 7, 2009

Post #34

Just finished arranging and exporting objects out of Maya for Unreal. All in all,I estimate there are about 50 separate objects and about half of these are modular and are used more than once in the scene. Many of these objects share a UV space though so its not like there will be 50 texture spaces. In fact, I would put that down more towards maybe 15 texture spaces. There are a few textures I did early (like the copper entrance thingy) that I could have share a space with another texture space, however that would also require resetting some bump and spec maps also. So I'm not sure yet whether or not I'll go ahead and reorganize that or not.

There are a few other objects that I may still make. I will at least need a Fence/wall section to break the line of site in the area. That shouldn't be too hard to do. Don't know if I'll have time to make the bridge or not though. Also there is of course the terrain and skybox. I'm feeling pretty good right now, I feel like I'm back on schedule. So yay for that. . .


I don't have any snazy pictures of my exporting process so I'll just leave you all with this Supper Effective comic:


Friday, November 6, 2009

Post #33

More textures and what not. Currently converting normals and stuff out of these.






Monday, November 2, 2009

Post #32

Been finishing up the major texture areas. Almost about to move on to a few roofing sections and then the windows. I"m thinking all the windows will be white to help them pop. . .

So here a few random textures. Some are still WIP





Thursday, October 29, 2009

Post #31

Finally got the shingles to work properly. Had to rearrange some stuff in the UV space to get it to work properly. Have started texturing the roof tiles. Now need to do a similar gradient effect in order to get the normal map I need.

Post #30

Lesson learned, Crazy Bump cannot be trusted for everything.


Had been working on the siding tiles for one section of the house. Quickly found though that when Imported the diffuse texture into CB it was not exactly doing the effect I wanted, which meant it needed to be substituted for a texture that would give the desired effected of layered panels of roofing.

So began a few hours of tweaking around with that. which ended up leading to the following gradient map. . .



But Luckily I finally got the effect I wanted. Hopefully will be able to share that with you all sometimes soon. But its now early morning. . .

Wednesday, October 28, 2009

Post #29

Textures for the main cottage section are now done. Still need to do the normal map, occlusion and parallax for one of the pieces but then this part is done. These are just screen shots of Maya since I'm too lazy to make any nice renders of these.






In other news, just for the sake of some conversation.

What's everyone been listening/watching while they've been working on stuff for Studio?


I've primarily been watching Dead Like Me while here at school, and assorted movies when at home.

Tuesday, October 27, 2009

Post #28

Starting to get re familiar with unreal. Playing around with parallax occlusions. Also of course working on textures.


Monday, October 26, 2009

Post #27

Crazy Bump is once again my best friend.


Working on textures now while playing with some normals, occlusions and the like. So here are some low res photos to give you an idea of what's going on. Kinda wish I had unreal on this comp so I could see these bad boys being used with some parallax occlusion. . .


Post #26

Oh, actually, one more thing. . . .

Post #25

Maximizing UV Space for the windows and doors:




I feel like I'm dying. . . off to bed finally. . .

Sunday, October 25, 2009

Post #24

Windows Windows Windows.



Modeling almost done with the exception of one last door and potentially a few detail pieces.





Post #23

Fancy Window

Saturday, October 24, 2009

Post #22

Okay so the entire structure is modeled and Uv'd (sans the windows). The main cottage is the most physically modelled as you can see. The rest will be detailed more in normals, bumps and textures. I was able to keep the thing fairly modular. The different window types can be reused in a modular form and some sections of the walls are also reusable. Once I finish the windows this puppy will be ready for texturing and details. Should probably work on importing into Unreal sometime this week also to make sure there aren't any blow ups.








Friday, October 23, 2009

Post #21

Some work in progress of the rest of the modeling. Trying to keep this as modular as possible.

Thursday, October 22, 2009

Post #20

Finally some real progress.

A pseudo modular main section of the original cottage. With conveniant gaps for later placing of windows and so forth.



It's early in the morning so excuse my hasty color job. I'll try better next time.

Wednesday, October 21, 2009

Post #19

Have I mentioned how I am somehow monumentally behind? Rather than dwelling upon it too much, here's a crappy render of the carriage house. Nearly done. . . .

Tuesday, October 20, 2009

Post #18

Okay, screw all that zbrush stuff I did. Let's just focus on using crazy bump for normals. . . (at least for this section of the house)

Finished(?) Diffuse

Post #17

Currently working on the textures for the walls on the carriage house. I'm currently waaaaay behind after spending an entire weekend on my zbrush project. Need to just stay up straight for a few days and maybe I can catch up.


Anywho, some work in progress stuff. This is taking longer than it should cause I realize I should have gone about this different. I should have made the textures first than made the stencil based off of that, cause right now its a pain in the ass to have to match up all the brick textures with the brick normals. which means this process is taking 5 times as long as it should.




At least I have realized it with this smaller section of the house, so that I can change my workflow with the other bits.

Tuesday, October 13, 2009

Post #16

Finally some stuff to show.

Have been playing around with the carriage house the past couple days. Since its the most eroded part of the building, I figure any mistakes I make on the work flow on this piece will luckily be for the most part unnoticeable.

Here's the shanty awning entrance into the back of the carriage house so far:


Diffuse Map and Spec Map:






Though it looks all shiny and pretty, will probably end up bringing down the highlights a bit since I don't know if I necessarily want that for the final product.

Also, did the normals for the main part of the carriage house. Just needs to be textured now. . . I would love to show it to you at this moment, but the maya program on Ben's old computer has decided to castrate itself by pretty much destroying its render settings. Crazy, I know. . .