Some quick shots. Will make some proper presentation sheets later on.
Sunday, 22 April 2012
Crane
Finished the specular and decals this morning and that's why I am posting it today isntead of yesterday. The crane is 4,5 Triangles and its using 3x512 textures. One for body, one for engine/parts and one for the cabin. Only Diffuse and Specular. I left out normals here for the reason that it actually doesen't need them. I chamfered few edges and left the specular to do its job.
Saturday, 21 April 2012
Update
Quick update. Texturing the crane at the moment and should finish it today. Just need to create the texture for the cabin and add few decals. Today I've compleatly redone the windows and made the roof windows as well.
Will post the carane a bit later when I finish texturing it.
Thursday, 19 April 2012
Containers
Finished the container Texture and decal set. The container is using a 1x1024 texture. I used additional sub-mats to control which parts to tint. In this case the case is separated from the bits from the front so they won't get tinted with the rest. Mesh is also using a 512 decal sheet which is shared between train and container decals. I've spend a bit of time to make some fictional names for the cargo companies... :P
This took more time than I had planned for it but at least its done properly. I blame CryEngine for crashing and messing up .cgf files along with the material for container that I had to redo.
Her is how it looks in CryEngine.
This took more time than I had planned for it but at least its done properly. I blame CryEngine for crashing and messing up .cgf files along with the material for container that I had to redo.
Progress shot
Quick screengrab. Decided to change the crane color to more yellow/orange becose there was already too much blue in the scene. At the moment I am finishing all the untextured bit that I still have here and then I'll move on to adding the missing bits and blobs like roof windows, decals and signs.
Tuesday, 17 April 2012
Rail Hoists
The day started really good today. Had a interview with The Creative Assembly and it went really well. After that I wen't back staright to work. So to continue upon what I mentioned in the erlier post. I woke up in the morning yesterday and thought that it wouldn't be a train maintenance depot without anything risen up to break up few things and make it more interesting. Although it wasn't planned I found that it will be a great idea for another area of interest. I have put aside texturing the train for now and started modeling. I managed to finish the High poly and low poly of this rail hoist in day of work which I was quite happy about. Still got some texturing left on it as I only did a first quick pass and to see what color would fit so I won't have too much blue around from the trains.
There is a bit more to it than the pillars. The control panel and all the wires are still in progress to make it more believable. I still need to change the floor beneath it by altering the floor mesh so that I will still have a small portion of a service tunnel underneath the train.
Here is the High Poly
... and the low with quick color overlay on the diffuse
did some quick tests to see how would it fit color wise
There is a bit more to it than the pillars. The control panel and all the wires are still in progress to make it more believable. I still need to change the floor beneath it by altering the floor mesh so that I will still have a small portion of a service tunnel underneath the train.
Train Car texturing wip
Ok so I was meant to post it yesterday but got too much into the idea I woke up with and was really busy modeling it really fast. Will post it in the next post.
So here's the work in progress on texturing the train car both exterior and interior. 70 % of the job is done just need to add more smaller detail, dirt rust and create the specular map. I had to repaint the normals in few places and add some new stuff to the map in photoshop. There will be also a decal pass at the end of texturing. The texture sheet for that is already done just need to finish this stage and then I can just create additional geometry and map the existing decals.
Here are some screenshots.
So here's the work in progress on texturing the train car both exterior and interior. 70 % of the job is done just need to add more smaller detail, dirt rust and create the specular map. I had to repaint the normals in few places and add some new stuff to the map in photoshop. There will be also a decal pass at the end of texturing. The texture sheet for that is already done just need to finish this stage and then I can just create additional geometry and map the existing decals.
Here are some screenshots.
Saturday, 14 April 2012
just some tests...
So CryEngine3 Update 3.4 is out so I had to go and check it out. It has added a few functions that I will need so in a couple of days when I have some more stuff ready I will propably switch to it. Mainly it has alot of fixes to some issues that I had. They've added Cascade Bias control which will help alot with lightbleeding in some areas. Most important is that they've added DX11 rendering and some new shaders for Light beams and such which will help me achieve few things inside the engine.
Enyway here's some screengrabs. Although my lighting drasticly changed in the new version I will have to propably set it up again.
Wen't back to the older version (DX9) and started testing few things. Ultimetly I wanted to achieve this sort of Industrial warehouse dark and moody lighting. Sort of like in the last shots of "Indiana Jones and the Raiders of the Lost Ark" where the ark was stored in the top secret US warehouse. This was just a quicky and it needs alot more work. Will leave that aside for now and continue with the rest of the plan.
Enyway here's some screengrabs. Although my lighting drasticly changed in the new version I will have to propably set it up again.
Current version that I'm using
3.4 version on DX 11 (lighting is fucked up I know)
Wen't back to the older version (DX9) and started testing few things. Ultimetly I wanted to achieve this sort of Industrial warehouse dark and moody lighting. Sort of like in the last shots of "Indiana Jones and the Raiders of the Lost Ark" where the ark was stored in the top secret US warehouse. This was just a quicky and it needs alot more work. Will leave that aside for now and continue with the rest of the plan.
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