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Showing posts with label Environment. Show all posts
Showing posts with label Environment. Show all posts

Friday, February 10, 2012

MORE TILES (TEXTURE PROCESS)


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*

Thursday, February 9, 2012

MORE TILES (Texturing)



here is one finished, and one wip.

I haven't had much time to work on this project. I started to texture the rocks.
I only spend a little time and got the main flat piece done, and I started on the diagonal tile.

Each rock I unwrap seperatly, then I attach all the rocks into one mesh and arrange and pack the UV of all the rocks onto one square texture. I then baked an Ambient Occlussion (AO) so the crevasses between the rocks get darkened since there is little light bouncing there.

Then create a rock texture using the AO as a multiply in photoshop.



This is one hand painted (Photoshop) texture I created using various custom brushes. No the pretist thing but it's getting there. this is a WIP first pass. I intend to add moss and various others to the top of these rocks.

Tuesday, February 7, 2012

MORE TILES (Diagonals and Ramps)

Continued to create tiles. Did some diagonals and a ramp in spare time.



This is what the place looks like without the rocks.

Monday, February 6, 2012

More Tiles!





This is a tile system I'm working on for a current project currently only 3 tiles. more to come.

Thursday, March 31, 2011

Favela

Latest environment concept.

Favela = Slums in Rio de Janeiro.



all Process will be uploaded shortly.

Tuesday, March 22, 2011

Lab Equipment

This is just one of the lab assets for the game i'm currently working on. I'm gonna go over a bit of my process of how I created the texture.

This is the final render of the asset in 3dsmax.


Before I go into any detail in the texture I check the proportions of colors in the game. I do this by a simple color overlay above the UVs. This is normally fast and ugly and is just to make sure everything still works before I invest more time.



After the colors are correct and proportions of them are set. I then block in all the major forms. These are pretty much the details of the model besides the dirt,dust,grime, and human touches.



After the forms are correct and it still looks good in game I add all the textures that it will encounter in its environment. this is everything from external forces like worn spots from multiple human contant to self enducing like exhaust stains from vents.



I duplicate my layers, then go over those layers in my photoshop file and think of specularity and change every texture to correctly match how it would reflect light.



I then go over a simular process and do it for how the height is changed per texture and create a normal map.

Monday, February 28, 2011

Audyssey Process: Part 2

After figuring out the level silhouette I went back and did some rough sketches of the environment.











Then I filled in the blanks and did a number of sketches for props and environment details.






Friday, December 3, 2010

With and without flowers

This is a rough pass I did on the look and feel with game environment.

FACILITY:
abandoned, Melancholy, Forgotten, and Lonely.



FACILITY BLOOM:
Serene, optimistic, and flourishing.

After collecting flowers this happens.

Sunday, October 24, 2010

Creation of a tree

So on Saturday I made a tree:

This is the end result.

it stands at 800 tris and a 512x512 texture with alpha.



This is the texture.


The Branches where created from a reused branch pattern I layer over eachother. I masked out the pattern from a photo I took in photoshop.


The tree's truck is a 128x512 tileable texture I made prior. twig/bare branch was created in a simular fashion in photoshop my masking out then correcting highlights / tone / etc.

Critiques or comments are welcome :)

Monday, October 18, 2010

Fun with Perspective

FUN WITH PERSPECTIVE!

Original Perspective sketch.



the trace over


Photoshop Flats + Slight Render



Where I currently Stand after cutting the slack.

This is a for a game concept.

Friday, October 15, 2010

Exterior Works - Forest - Process

This is still a WIP for CG315.

This is the initial rough block of the scene.



Added a few rough textures.



This is my current standing. Cleaned up a few textures and made more textures for grass and dirt.
Next step is to add skydome and tree card textures. After I have all elements in it's basic lighting setup and Texture Overhaul.
Hopefully I can find time to add a few more plant types and grass cards to break up the ground and hill silhouette.

Interior Works - Dungeon

This is finished work for Cg315.