Monday, 31 October 2011
Sunday, 30 October 2011
Saturday, 29 October 2011
Friday, 28 October 2011
Thursday, 27 October 2011
Final Major Project Reflections
Okay, so a quick reflection here, this is now the -last- Uni project for my course, I'm going to be working on a fantasy/undead theme for my final. Actually looking forward to it as I really want to have fun on the last leg now =)
I've been looking at Diablo 3, which looks gorgeous btw, I'm a huge fan of the games series, played Diablo 1 and 2 and the expansion pack over and over, and the new one which is coming out next year looks like it's not going to disappoint!
It looks Helluva Good, pardon the pun! =)
Here are some screenshots of the game to show particular moods and themes I'm interested in.. basically cathedrals, dungeons, graveyards, and undead.. =) What a divine combo! =)
I've been looking at Diablo 3, which looks gorgeous btw, I'm a huge fan of the games series, played Diablo 1 and 2 and the expansion pack over and over, and the new one which is coming out next year looks like it's not going to disappoint!
It looks Helluva Good, pardon the pun! =)
Here are some screenshots of the game to show particular moods and themes I'm interested in.. basically cathedrals, dungeons, graveyards, and undead.. =) What a divine combo! =)
Wednesday, 26 October 2011
UDK BackAlley
Heey! =)
Well here's the finished piece, hope you like =) Prolly the first piece I can actually put in my portfolio for once =)
Rather than typing out a long, arduous speech, here's my process instead =) Click 'Show Original Image' when in the black screen, and then click the img to maximise. Enjoy =)
And I thought to put up my nodes for the dynamic reflections in case anyone's curious.. =)
Here are nodes for the static reflections (easier) =)
And here's the nodes/example of the emissive mapping (glow maps) in Unreal (UDK) =)
Hopefully that helps =) Cheers Guys! =)
Well here's the finished piece, hope you like =) Prolly the first piece I can actually put in my portfolio for once =)
Rather than typing out a long, arduous speech, here's my process instead =) Click 'Show Original Image' when in the black screen, and then click the img to maximise. Enjoy =)
And I thought to put up my nodes for the dynamic reflections in case anyone's curious.. =)
Here are nodes for the static reflections (easier) =)
And here's the nodes/example of the emissive mapping (glow maps) in Unreal (UDK) =)
Hopefully that helps =) Cheers Guys! =)
Friday, 21 October 2011
UDK BackAlley Final Preview =)
Heeyy! =)
This is the last preview I'm showing you guys before I work toward the finished thing =) Worked most of the day on this =) 90% finished with the texturing and high poly =) Decided to not bother high polying the street lamps or the sky wires cuz they're in shadow mostly and you'd just see the silhouette most of the time =) Still have to tidy up a few things and apply finishing touches =) Then onto reviewing the Lighting, Sounds, and Cinematics with UDK Matinee =) Cheers Cheers! =)
This is the last preview I'm showing you guys before I work toward the finished thing =) Worked most of the day on this =) 90% finished with the texturing and high poly =) Decided to not bother high polying the street lamps or the sky wires cuz they're in shadow mostly and you'd just see the silhouette most of the time =) Still have to tidy up a few things and apply finishing touches =) Then onto reviewing the Lighting, Sounds, and Cinematics with UDK Matinee =) Cheers Cheers! =)
Thursday, 20 October 2011
UDK Back Alley Preview 3 (Uni Work)
Hey heey Guys! =)
Did texturing and lighting today mostly and also doing high poly on all the assets. Still have to do the wooden board, street lamp, rubbish and the posters/graffiti high poly, so that will be tomorrow.
Please note the colours/lighting aren't final, I will do some colour concepts first, and then adjust the texturing and lighting accordingly. C&C very welcome, be harsh! =) Cheers Cheers! =)
Did texturing and lighting today mostly and also doing high poly on all the assets. Still have to do the wooden board, street lamp, rubbish and the posters/graffiti high poly, so that will be tomorrow.
Please note the colours/lighting aren't final, I will do some colour concepts first, and then adjust the texturing and lighting accordingly. C&C very welcome, be harsh! =) Cheers Cheers! =)
Wednesday, 19 October 2011
Tuesday, 18 October 2011
UDK Backalley Preview 2 (UDK Work)
Heey hey Guys =)
So.. yip.. mmm.. jus more work on the area really.. more texturing and high poly, not very good at it.. but just trying to get the overall feel going =) Tweaked the lightmap quality up to 128 pixels (you do this through the mesh properties if anyone's interested). =) Going to continue with this tomorrow.. although we got lectures/tutes, so may be too tired =)
C&C most welcome! Be harsh! =)
Cheers Cheers! =)
So.. yip.. mmm.. jus more work on the area really.. more texturing and high poly, not very good at it.. but just trying to get the overall feel going =) Tweaked the lightmap quality up to 128 pixels (you do this through the mesh properties if anyone's interested). =) Going to continue with this tomorrow.. although we got lectures/tutes, so may be too tired =)
C&C most welcome! Be harsh! =)
Cheers Cheers! =)
Monday, 17 October 2011
Sunday, 16 October 2011
UDK Backalley Preview (Uni Work)
Hey Guys! =)
Started to work on the lighting and ambience for the alley. C&C welcome =)
Made some quick emissive maps for the street lamps. An emissive map makes things glow in the Unreal engine. You can make a copy of your diffuse map, and then anything you want to glow, paint it white or some colour, and anything that shouldn't glow paint it black. Connect it into the emissive channel of your model in the material editor for UDK as shown. Use a multiply node to adjust its glowiness =)
Cheers Cheers! =)
Started to work on the lighting and ambience for the alley. C&C welcome =)
Made some quick emissive maps for the street lamps. An emissive map makes things glow in the Unreal engine. You can make a copy of your diffuse map, and then anything you want to glow, paint it white or some colour, and anything that shouldn't glow paint it black. Connect it into the emissive channel of your model in the material editor for UDK as shown. Use a multiply node to adjust its glowiness =)
Cheers Cheers! =)
Saturday, 15 October 2011
UDK BackAlley (Uni Work)
Hey heey Guys! =)
Okay, after much trial and tribulation, got the blockin from Maya into UDK. Had major issues with poly flipping, where I'd make a model in Maya and for some archaic reason all the polys would be flipped, so when it's imported into UDK, well you get an inside-out mesh! Fantastic! =) Okay enough with the Maya bashing! =) Here's the blockin... =)
AND! I'm SOOO HAPPY! =) Managed to solve my Rubix cube! Check it out!!!!!11!!1111 =) Lull =)
Have a great weekend everyone! =) Cheers Guys! =)
Okay, after much trial and tribulation, got the blockin from Maya into UDK. Had major issues with poly flipping, where I'd make a model in Maya and for some archaic reason all the polys would be flipped, so when it's imported into UDK, well you get an inside-out mesh! Fantastic! =) Okay enough with the Maya bashing! =) Here's the blockin... =)
AND! I'm SOOO HAPPY! =) Managed to solve my Rubix cube! Check it out!!!!!11!!1111 =) Lull =)
Have a great weekend everyone! =) Cheers Guys! =)
Wednesday, 12 October 2011
Maya Environment - Turnaround Drawings (Uni Work)
Hey heey! =)
Okay, this is prolly the most boring-to-look-at update, sorry! =), but I thought to post it up jus to show what I'm working on at Uni. Basically turnaround drawings of everything in the scene which I'm planning to make with Maya and UDK. I must confess, I was bored to death doing this stuff.. I don't much enjoy drawing mechanical stuff.. not sure who does, meeoww! =)
Yip, it prolly looks very sterile but I'm trying to be cleaner in my drawings and use crisper lines in general to give a better effect. I hope it doesn't seem entirely boring to look at, really trying to just go for a cleaner look in general.
I would usually do turnarounds of more organic things in pencil but for certain things, particularly mechanical objects and such I prefer to use digital drawing instead, the mantra being to use the mechanical to make the mechanical, makes sense to me =) Using Shift to draw straight lines in Photoshop, and also using the marquee and stroke tools to create lines. I hope that helps =)
Well that's all for now =) Hope I haven't bored you to tears yet =) Going to proceed with Production now, which basically means creating the models in Maya and arranging them in the UDK engine =)
Oh btw, maaan, I feel so down atm, I saw a girl on the train today and she looked so depressed.. I hope I don't ever become like that.. that just sucks! =) Well.. onto more improvements and betterment! =) Cheers! =)
Okay, this is prolly the most boring-to-look-at update, sorry! =), but I thought to post it up jus to show what I'm working on at Uni. Basically turnaround drawings of everything in the scene which I'm planning to make with Maya and UDK. I must confess, I was bored to death doing this stuff.. I don't much enjoy drawing mechanical stuff.. not sure who does, meeoww! =)
Yip, it prolly looks very sterile but I'm trying to be cleaner in my drawings and use crisper lines in general to give a better effect. I hope it doesn't seem entirely boring to look at, really trying to just go for a cleaner look in general.
I would usually do turnarounds of more organic things in pencil but for certain things, particularly mechanical objects and such I prefer to use digital drawing instead, the mantra being to use the mechanical to make the mechanical, makes sense to me =) Using Shift to draw straight lines in Photoshop, and also using the marquee and stroke tools to create lines. I hope that helps =)
Well that's all for now =) Hope I haven't bored you to tears yet =) Going to proceed with Production now, which basically means creating the models in Maya and arranging them in the UDK engine =)
Oh btw, maaan, I feel so down atm, I saw a girl on the train today and she looked so depressed.. I hope I don't ever become like that.. that just sucks! =) Well.. onto more improvements and betterment! =) Cheers! =)
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