Texturing some props at the moment. Just a quick update on how stuff looks. Got just the bucket to finish on this texture sheet. I've put the barrel on a neutral gray so that I can duplicate the material in the material editor and hue shift it to get some different color variations. Just need to make a "barrel_b" mesh with a different set of decals and a slight shilouette change on the top and bottom bits like it has been pushed by pressure from the inside for an even better variation.
Monday, 9 April 2012
Saturday, 7 April 2012
Container
A quick High poly and a bake for today's work. I have left out some small rivet details etc, as it would require less time to produce them inside photoshop with nDo2
This one has 3 submaterials
1- Main color map - will use a simple neutral gray/white with some detail as the base so I can hue shift it to get some variations on the colors
2- Decals - Will share the texture space with the decals for Trains/Crane and other elements.
3- proxy - standard submat for the collision.
Will get on with texturing that asap.
High Poly Render
Screen from CryEngine3 with imported mesh+AO+Normals
This one has 3 submaterials
1- Main color map - will use a simple neutral gray/white with some detail as the base so I can hue shift it to get some variations on the colors
2- Decals - Will share the texture space with the decals for Trains/Crane and other elements.
3- proxy - standard submat for the collision.
Will get on with texturing that asap.
Floor fix
I've fixed the width of the train tracks to match the size of the train car. This required me to adjust the service tunnel meshes as well as the floor mesh. Had to do it this way otherwise if I would have changed the train size or the train wheel size in width it would loose its proportions and look bad. The train tracks were a bit too wide anyway so now after the fix they are proper size. I've also added some stone slabs in few places to fill the gaps.
Tuesday, 3 April 2012
Doors & Vents
Finished texturing the big doors with its massive ventilation + turbine combo. The door itself needs a bit of dirt still. Especially on the corrugated metal. That will be added once I reach the "decal" stage.
Long time, no post
Main reason I wasn't posting for a long time is that I wanted to finish as much as possible for the pre-easter presentation. Now I'll be posting pretty much each day with the progress to make up for all those missing posts.
Still got a lot to do so I will propably keep most of the posts really brief.
Current status of Transit.
Currently working on texturing all the missing bits. After that will be adding further assets to populate the area more. Lighting is at the moment temporary.
Still got a lot to do so I will propably keep most of the posts really brief.
Current status of Transit.
Currently working on texturing all the missing bits. After that will be adding further assets to populate the area more. Lighting is at the moment temporary.
Tuesday, 14 February 2012
Structures
After reconstructing everything with geometry I decided to cut down the environment a bit from 3 segments into 2. It's less overhwelming in terms of ammount of work and more managable to fill with detail. I made everything modular in my max file so that expanding it when everything is textured and unwrapped will be a matter of just copying the geometry and updating the .cgf (mesh) files.
Here is a bit of progress so far. At the moment modeling all the metal supporting structures with all the pipes and detail that will go on the "outer shell" of the environment. Still got to decide if to import it as one big mesh with 15 submaterials to it and dress it all with meshes or to just export the individual modular bits and build it inside the engine. Might even find a compromise between those two. But that will be decided once I'm done with modeling it. I plan to finish and texture the base architecture by the end of this month so that the next month will be down to filling it up with assets.
Here is a bit of progress so far. At the moment modeling all the metal supporting structures with all the pipes and detail that will go on the "outer shell" of the environment. Still got to decide if to import it as one big mesh with 15 submaterials to it and dress it all with meshes or to just export the individual modular bits and build it inside the engine. Might even find a compromise between those two. But that will be decided once I'm done with modeling it. I plan to finish and texture the base architecture by the end of this month so that the next month will be down to filling it up with assets.
Friday, 3 February 2012
Train wheels
Been modelling train tracks that will go on each of the train cars. They will also be used as a stand alone element on one of the tracks left for maintenance or repairs. I wanted to preserve some detail on it so I modeled a High poly and baked it down to the low. At the moment its quite high. 5k polys for it. A train car will have 2 of them so that will be 10k gone straight away. Will propably have to tweak them down a bit later on when I will need. Some of the train cars will be covering nearly half of it so there will be some parts that can be deleted since they won't be visible. At the moment I'll leave that as it is and continue with work.
Already imported it to CE3 and I noticed that I have some shadow issues going on from the top. The whole bit is welded so the shadow shouldn't be doing that there. Tried alot of different solutions but none worked. It's either something with the mesh or something to do with the shadow settings in the engine.
Will have to sort that out soon. Now I need to move on to next things.
High Poly
Baked Low Poly (Normals + AO)
Already imported it to CE3 and I noticed that I have some shadow issues going on from the top. The whole bit is welded so the shadow shouldn't be doing that there. Tried alot of different solutions but none worked. It's either something with the mesh or something to do with the shadow settings in the engine.
Will have to sort that out soon. Now I need to move on to next things.
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