Tuesday, 10 April 2012

Strip Light

... as mentioned in erlier post. Strip light is finished. Again leaving the glow problem to fix later,


Hanging Lights

I've had to redo (rebake and re-uv) the lights that I have made erlier. That includes hanging lights, strip light and tunnel lights which I had on 1 texture sheet. I've fixed the mistake by seperating them into smaller textures so each of them are using a 512. So now I got 2x512's for all of them instead of 1x1024. This will be also usefull when it will come down to color of the glow submaterial on them. Though after reimporting the meshes I realized that there is a problem with glow. For some reason the mesh in CE3 doesen't recognize the glass as ID 2. Double checked everything and it should be working. Will have to come back to that fix a bit later. Here are some screens from the lights. Textures for the hanging one are done. Working now with the strip light & tunnel light.

Marmoset


CE3 shot


Monday, 9 April 2012

Props part1

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.


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

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.