Saturday, May 30, 2015
Friday, May 8, 2015
Tau WIP3
I've finally finished the Textures on my Fire Warrior! Now onto the
dreaded process of rigging for UE4. I've done one pass at a rig, but
it's not going to cut it for the game, so I'm going to re-bind some of
the skin.
The final helmet in all its glory! |
A test pose, so I can gaze upon him without his arms sticking out in an 'A' |
A full view of the test pose. |
Beauty Shot! |
Thursday, May 7, 2015
Tau Texturing Cont'd
Today I learned a lot in substance, the most crucial being the "select based on UV shells" tool.
Anyway, I'm getting really close to a fully shaded/textured Fire Warrior.
Anyway, I'm getting really close to a fully shaded/textured Fire Warrior.
Here's the back so far. Once he's rigged and in for the player character, I'll have to see if all the yellow on the back makes it look too flat. |
Thursday, April 30, 2015
Tau Fire Warrior Unreal WIP 1
For the past couple of weeks, I've been doing a bit of early R&D and modeling for an Unreal Editor project I've had in my head. When finished, it would be a playable level to deliver the ultimate Tau Fire Warrior experience (or as close as one man can get to delivering such a thing).
I've started with a Fire Warrior character model that will be used in variations for every Fire Warrior in the game, as well as the game-res vehicle model for the Orca Transport ship.
Thursday, April 2, 2015
A robot game
Toward the beginning of the month, I finished texturing the upper body pieces for the most part, but looking back on it, I think I've made him a bit too dirty, even for what I wanted to use him for.
More recently, I've been working on a Survival/Crafting Robot game which is teaching me a lot about the Unreal 4 Engine and how to setup Blueprints
Nevertheless, this was really good practice with Substance Painter. |
More recently, I've been working on a Survival/Crafting Robot game which is teaching me a lot about the Unreal 4 Engine and how to setup Blueprints
Sunday, March 1, 2015
Slowly making progress on the Trooper |
I am using Substance Painter to make a texture for each piece of the trooper's armor. We'll see if this is efficient enough to work in the end. I may have to combine them all into one texture to cut down on file size and render times. |
The gray pieces are currently UV'd, while the white pieces with no texture are not yet. |
Add some Photoshop and what have you got? |
Meanwhile,
I have posted the final episode of
Sunday, February 8, 2015
Suddenly addicted to rendering Legos
Apparently I can't get enough of this.
And apparently from now on, my blog posts will always be at 2 in the morning.
Here's a little bit of the process I finally got to work:
Step 1: In LeoCad, I build the model I want to render. In this instance, I based my model very closely on Horcik's Space Sweeper, as I wanted to focus on rendering rather than designing.
And apparently from now on, my blog posts will always be at 2 in the morning.
Here's a little bit of the process I finally got to work:
Step 1: In LeoCad, I build the model I want to render. In this instance, I based my model very closely on Horcik's Space Sweeper, as I wanted to focus on rendering rather than designing.
I only build one side of symmetrical portions, and I don't get too caught up in how the interior of the model fits together, as long as the superficial layers look like they work. |
Step 2: I export a wavefront OBJ of the model and import into maya. I then spend a few hours duplicating all symmetrical parts to the other side, fixing normals (because CAD), and reassigning materials for Vray.
I will also bevel the key edges of the pieces that I feel look too perfectly sharp. I don't do it to every piece for time purposes. |
Step 3: My favorite part -- bringing it all together in Photoshop. Here I can add a simple Tilt-shift to create the illusion of Depth of Field, alter the exposure, add glowy bits, and finally do a final curves adjustment to get a nice color in the shadows and highlights.
Then, voila!
Then, voila!
Friday, February 6, 2015
Vray 3.0 and my stormy
Sunday, February 1, 2015
It's been far too long
Well, I haven't updated this thing in a long while, so I figure I'll catch you up with a series of videos.
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