Monday, July 22, 2013

So, had a 5day art test. Here's a little recap:

The idea here was to create a damaged vehicle that had been left out for around a year.  Unfortunately, I was constrained to 13,000 tris, and 1x1024/1x512. I wasn't allowed to split up the textures, so I had to make due with what I had. 

Major Problems:
Most of the sun damage seems a little too saturated, but it was to be view-able at night as well, and I wanted the rust to read. The main problems are that the 'shell' seems far too thin and flimsy, and the explosion really has no form of direction. It was supposed to take place on the back right tire, but from everyone's remarks about it, it clearly doesn't read. Another problem (due to the polycount) was that I couldn't really make the engine what I wanted. I didn't quite have the tris enough to make a work-able looking dune buggy engine. I tried to get close, but I don't believe I was successful. I'm going to go back and maybe add another 512 to make this be what I want it to be.

WIPS:

5 Day Mark:

Tuesday, July 2, 2013

Cars



So, for one of my contract jobs, they're doing an event that's going to have a couple cars on the floor, and we need to do pre-vis for what it's going to look like for the client.

WHICH MEANS I GET TO DO SOMETHING FUN FUCK YES.

[cough] Anyways. Here's about 5 or 6 hours in. Unfortunately (kinda), I have to model the interior as well, so I doubt I'll be finishing at non-8-hour days. Hopefully I can get this mostly done, though - at least the exterior/tires. I plan to use a displacement map for the inside of the headlights, which should turn out looking pretty badass.


Oh, and more progress on this:
I sort of hated the firing mechanism, so I remodeled a new one, and did my best to mess with UVs to get the higher density mesh on the same sheet without ruining anything else. Haven't started painting the new additions, but it's fine for now.
Oh, and god those cracks don't make any sense. I'm just going co change them to rust.


Wednesday, June 26, 2013

So, here it is. I know there's a couple things that could really use some more work, but I need to move on.



Please excuse the God awful UVs -


Working on the main-hand. This'll probably be for a like.. Pirate-mage thing. Who knows. Waiting on fucking ADAM to get his ass into gear and get me some stuff. ;]


Monday, June 24, 2013

 Right. We're at 864 Tris, and the small ones have a 512 texture sheet. Larger have a 2048 (Original Size).

I'm just sorta trying to gauge my options with what I want to do. I'm partial to 2 and 5. Definitely not the final paint job. We're at 7 hours.

Thursday, June 20, 2013

Mkay, Today I have a little dump of what I've been working on - Still needs SO MUCH MORE WORK.
Hand painted textures take waaaaay longer. At this rate, I won't be finished by the time I need to. I'm going to spend tonight setting a schedule to figure out exactly what needs to get done to finish.

July 7th is my self-administered due date. It has to be finished by then. No more distractions. I'm getting this thing in engine before I'm allowed to sleep. I need a swaying flag, plant, shield, and tiling textures in and ready to be used.

Working on a shield that's going to be at the entrance- 4h mark:
920 Tris, Unlit, Diffuse Only.

Tuesday, June 18, 2013


Back in the swing of things! I'm still working on my C# game, and now I'm quickly going through Javascript (holyfuckthisiseasy).

Nothing really to report right now - I need to update my website and continue applying to places.

Friday, June 14, 2013

Super quick - still working.

This'll be for the side of the buildings, then I'll do another tiling texture for the beams.