Friday, March 2, 2012

Environment Progress

Haven't had much time to work on this for a while been busy on an iPhone title. Here is the environment a bit more filled in.

Wednesday, February 15, 2012

Characters for Game WIP

Characters for an upcoming game we're working on. Since there are no real background or environments I was put on Characters and UI. There are the characters for the game in Line-up.

Next step is bring these guys into Illustrator vectorizing them. I'll post progress as it happens.

Saturday, February 11, 2012

Grass tiles.

created a grass model and instanced it around the scene.

MORE TILES (Ground texture)

Created a tileable ground texture.

How it looks in scene.

Friday, February 10, 2012


Here are the tiles completed and textured. texture stil WIP.

I recreated the original "island" shape. Mainly for personal comparison.

ofcourse since they're tiles the possibilities are limitless.

Next Up:
• Dirt / grass geometry and texture
• Trees and Foliage


So in my last post I mentioned that I unwrapped all the rocks seperately but it didn't look like I evened the checkers. So I would like to clarify that I even my checkers when I pack the UVs when all the rocks are one mesh.

This is another Tile that has even Checkers when I packed the UVs.

From here I bake a Ambient Occlusion (AO)

This is the model with just the AO pass. again just to help pronounce the crevases where light doesn't get in. These are in a game engine which has bad lighting compnents so we back more lighting than AAA.

Finally I take that AO and back it onto the rock texture. again this is still WIP. I will bake a top / bottom map so I can add moss to faces whose normals are pointing upward.

This is the current Final render of the rock. *Note: WIP, subject to change*


Woke up a bit early this morning so I thought I would finish the diagonal tile. also created the spec map which is key to how they interact with light.

All textures are still WIP.