Wednesday, 27 February 2008

hooks


I reckon this is better :)

200 tri.

Tuesday, 26 February 2008

Hooks


woo a simple hook rack. crit?

Sunday, 24 February 2008

big window



well heres the first window. Is it too dirty? its hard to see how transparent it is because of whats behind it.

what about this?

Saturday, 23 February 2008

Horse thus far

Friday, 22 February 2008

Modeling progress...

Norman the bear, edited model i made for the self portrait project.
Update on the walkway, i despise it and can't wait for it to be over, I'm working on the little horse heads today, the noticeable seams will be covered by the concrete block. Hows it looking?

Thursday, 21 February 2008

Dollshouse


upks!!!!

when you are saving your upks before sending them to me. Please can you save their packagenames as Queens_assetname

it will make it a lot easier for me to find them all in the generic browser.

thanks guys!

Monday, 18 February 2008

Red!

Please use the below red for for anything that has red paint e.g. walls, pillars, rails etc.




i had a go at texturing the walls with some dirt effects and red paint stripes. looks kinda disgsting.
its not even close to complete yet. I've still have go through a few more textures and get the stripes to tie in correctly to everyones assets. also i have to fix a few tiling issues.


newer attempt at grimy walls.

Sunday, 17 February 2008

The Doors!

Are almost complete! I woke up at 7am this morn to finish 'em, only one left to do now!

I thought I'd stick one in unrealEd since the spec maps weren't working properly in max, and was so pleased that it makes everything look all shiny and nice! =P

Have a look-see at this 'un and let me know if you see any probs. I should have 'em all ready to be uploaded to the blog in an hour or so.

Saturday, 16 February 2008

Curiously I met another unrealED veteran who says you CAN use normalmaps with semi transparent surfaces, and that it just wont display them in the material editor, but all you have to do is apply them and rebuild the lighting and they will work.
And it works! so, YAY! :)


Friday, 15 February 2008

Windows Update



This is they by the end of today. Hope they looking good/better/ok.

Preparing your assets to be sent to me!(kian)

So that you all get some marks for tech and more importantly to make my life easier, and even MORE importantly, to help you get your textures looking awesomely fantasmal in game, from now on everyone will be required to prepare their assets in unrealEDs UPK file format.

This basically means that you will have to:



  1. import your model into unrealED

  2. Create a collision box if nessasary

  3. Create an appropriate Material for your model

  4. Apply the material to the model

Which I will now walk you through

STEP ONE - getting your model into unrealed

first of all, once your model is aligned to 0,0,0 in max and had its xform reset go to file>export selected (i dont want any refrence planes or extra bits!) and then choose a file name and export it as a .ASE

you will then see this->



Make sure you tick the same boxes! I dont think they are all nessasary but I know this works! Click ok.

Then, open up unrealED if you havent already and open the Generic browser.
View>browser windows> generic

Then in the generic browser go: file>import
to get here:



Then click open to get here:




Give the package an appropriate name, a group, and name the asset itself appropriatly too.
Click ok!


STEP TWO!
Now you have something like this:


Go ahead and double click on your asset to open it up in the unrealED viewer. Now we need to make a collision box! So go to auto convex collision:





Fiddle around with the options until you have a colision box you are happy with and then click Apply then close.

STAGE THREE! Youv all been shown how to make materials right? If not then post a comment saying so and ill make another tut on that.

STAGE FOUR!
In the viewer expand the LODInfo until you can see the Material option and click the little spyglass to bring your generic browser back to the front. Now select the material you want to apply to the model and then go back to the viewer and click the green arrow to apply it.



Voila!


close the viewer and back in the generic browser go File>Save and save it as packagename.UPK and send it my way :)

If anyone wants tutorials on anything else just let me know and I will try put one together.

Walkway floor texture

Heres my finished pic of the walk way texture.  I have discovered that normalmaping and specular maps dont work if the texture is in "translucent blend mode" which is required for semi transparent parts of a texture, ie; the glass tiles below.  Distortion maps work fine in translucent mode tho so thats something at least.  

I also baked an ambient occlusion map onto my diffuse texture to help make it look better too and it really makes a big difference.  I reccommend it to everyone.  

You can create an AO map with crazy bump and then simply add it as another multiply layer on your diffuse texture.  Then flatten it and save it as your diffuse texture.  Thats it! easy peasy!



Monkey statue thing



So thats it, 1346 tri is kinda high but i kinda like him.  Sugestions for improving the mesh are more than welcome :)

Thursday, 14 February 2008

Lights...

I've made the hanging ceiling lights, its not to detailed as it will not be seen up close. I made them extra long so we can have them hang down as far as we like. I thought it would be cool to put them lower than then actually are, so the light is forced between a certain space. The top area would be in darkness, with these lights shining downwards, and the bottom area would also be in darkness with the spotlights shining upwards. Only the walkway will be well lit. Ive made a upk with the material already set up, I'll bring it in tomorrow.
this is my interpritation of the red and white suppor. pretty much the same colors as james :D
cant go to far wrong with red and white. ive not finished it. still needs texturing in most places but getting there. tried to make the paint look dirty and damaged at the bottom as well as thick dirt on the bottom of the pole, as if grime has built up from people trying to climb up.
still gotta do some stuff to it but it gives you the over all look that i was going for.



had a go at putting some damage into the base of the pole. it looks kinda cool.

Girder/Pole

Okay here's the pole/girder thing, missing lots of parts. This is the totally unfinished version since I'm in the labs at the moment and I've forgotten to bring the final version along with all the other pillars and stuff but I thought I'd post this up anyway. There's only a diffuse map on this version but I've got a normal and specular on the other one. Okay I gotta go catch a train now, I'll be back on monday. Have a good weekend guys!

Wednesday, 13 February 2008

Meeting

I can't remember if all were there when we decided this, so I'll post it now.

We are not having a meeting at 9am tomorrow, we are having it at 10am on Friday instead. This is just for this week.

some lighting tests



Im not to convinced that these are very useful, however i thought id post them anyway.  It will be more beneficial to experiment with lighting on our finished textures.