It lives! In game(Unreal editor) model with a lighting map baked in showing the small branch shadows. It was a fairly simple process to get the model into the editor, which is what we will be doing a lot of next semester. I'm looking forward to getting some of my other objects into Unreal.
This is my first blog dedicated to the work from my first year of animation school of witchcraft and wizardry.... and anything after.
Saturday, December 17, 2011
Modular Hallway
Another learning curve! Creating this whole thing on my own was indeed a feat. It gave me a real idea of whats involved in creating a level. I'm content with this, overall I think it was a bit hard to visualize what everything would look like from the start so I had to keep back stepping to do fixes. I definitely learned what not to do on this one but still I think it is another successful project.
Support System with normals
Hammer
Thursday, December 1, 2011
Tape Measured and blood
Project 2 of inorganic modeling is all done and is looking 10 times better than project 1. I'm still not completely happy with the low poly and the normal map I made but once I got the Specular map on there it really helped. The blood was added as an homage to EVERYONE ELSE putting blood on their hammers, swords and shields... I think it makes much more sense to have blood on a tape measure but that's obvious....
On to my hammer!
On to my hammer!
Monday, November 14, 2011
Tape Measure
Sunday, November 13, 2011
Unread Mountain Jump
Here are the screen shots from project 1 for level design. It is a playable level for a 360 view, meaning the character is restricted to one area of the map and can just enjoy the scenery from that one spot. The screen shots however show different angles just to get a better sense of the space.
This is from the 360 view spot.
Saturday, November 5, 2011
Fishee isn't a spelling mistake, I modeled it after a fish from star wars called an Opee. This is a 2nd pass at rendering. I had to delete some of my effects to knock down the rendering time to less than 4 hours. I'll try the 17 hour one when I have time.
I realized I had a lot of mistakes within the model and the rig when I went to animate, but being pressed for time I had to continue on with what I had built 2 weeks ago.
I'm happy with the over all appeal and the animation is passable for me seeing as the rig wasn't working as well as it should have.
Saturday, October 15, 2011
Pillar
Friday, September 30, 2011
Title
This is a link to my first 3DS max animation, I'll get a video on here once I render out a smaller file but if anyone wants to see it asap the link should do the trick. We get one more critique on this before it is due.
http://www.megaupload.com/?d=BTYZTBL2
http://www.megaupload.com/?d=BTYZTBL2
Thursday, September 29, 2011
Building for Unreal Tournament
Friday, September 23, 2011
RaptorB
Finished!
We are in the middle of making a raptor for a couple of classes so these are process shots.
I like how the hands and feet are coming along.
I threw a Turbosmooth option on him just to see how he would look with more polygons. This is really just a visual for me seeing as turbosmooth isn't used by the gaming industry supposedly.
We are in the middle of making a raptor for a couple of classes so these are process shots.
I like how the hands and feet are coming along.
I threw a Turbosmooth option on him just to see how he would look with more polygons. This is really just a visual for me seeing as turbosmooth isn't used by the gaming industry supposedly.
Unreal Tournament mechanical room
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