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Friday, February 10, 2012

TILES (ROCKS COMPLETED)


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:
--Ground--
• Dirt / grass geometry and texture
• Trees and Foliage

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*

MORE TILES (SPECULARITY)




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.

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.

Sunday, October 16, 2011

Coming back from the dead.

Ok so after my computer died 4 months ago I finally got a new one! IT'S ABOUT TIME.
Anyways now I got all my programs back up and going and am restarting my work in zbrush! Here is the concept model I'll be working from.



It's a concept from a book called "MECHANIKA". The concept artist is Doug Chiang. This seems like a good first 'back on your feet' model since the details are spaced out and have fun proportions. I personally like the concept and am exited to work on it. I start tomorrow making the base concept mesh in 3ds Max only getting the core silhouette and proportions. From there the rest of the modeling if going to be all in Zbrush. This is going to be the first time I use Zbrush this extensively for a model and I'm rather interest on how it's going to turn out. I have had exposure to zbrush before and I feel confortable in the program, but this is going to be my first project where majority of it is through Zbrush's pipeline instead of Max or Maya. Topogun, Photoshop, and After Effects will all probably be used in here later.

I'll be trying to post every week on progress and my process.