Friday, July 30, 2010

Freya Textured




Well, here she is. The model I turned in for this month, though I know I have much to improve on I'm happy with how this came out.

Wednesday, July 28, 2010

Game Resolution Freya



Here is my low resolution Freya model. Our poly limit was 10k and she is sitting at 8,580. Double W00t!
Now all I have left is UV's and Texturing. I'll post the finished model textures and all on friday.

Zbrush Hi-Poly Model Freya




Here is my Hi-poly Sculpt from ZBrush for my Freya model. W00t!!! now I just gotta go turn it in^_^
I feel good about this month.

Tuesday, July 13, 2010

Freya



Here is the finished character sheet for my character for my class this month. Its gonna be FUN! :)

Thursday, July 1, 2010

AGC...Round 2!



So I'm back in AGC, which is understandable. They've changed the projects up a whole bunch, and this time. The first project is a "fan piece" and we could do any character, so long as it was in a video game. Lucario I choose YOU!....pun aside, I chose to do the pokemon, Lucario. Here is the model and base texture I have so far, as well as the poly count. The limit is 2000, and I'm at 1664. W00t. Enjoy.

Saturday, June 26, 2010

Random Egypt Level!



So last night between 9pm and 4:30 AM I was at school to help my team mates for our actual level, but I wasn't really needed....so in my spare time I made this. The statue was something else I made during the month by itself, and the rest of the statics in the scene are assets I made for my teams level and the BSP textures(the floor and wall textures) are tiling textures I made at the start of the night. All assets and textures withing this level were created by me during the month or last night. I also lit it and added the slightly yellow post process volume to give it the ancient temple feel. The particles and lights all move and flicker...but I can't show that in a still picture.I had a lot of fun with this last night and I hope you enjoy :)

Thursday, June 17, 2010

Asset 3 : Pillar



Here is my asset sheet for my pillar in that level clipping I previously posted. For those who don't know how exactly a game engine or 3D program works, I'll explain from left to right top to bottom. and those of you who do know can skip to the next paragraph or simply gaze at the picture. Left top is the in game model, what the asset looks like while you're playing the game. Next to it is a Diffuse Map, or color map. The term has recently been switching around so I decided to use both. Its what your asset will basically look like. Next to that is the Specular map, which basically tells you what places are going to be shiny, how shiny, and what color shine its going to have. Then, next to that, is the Normal Map. The normal map is an RGB image that basically lets the computer read depth on the object. It won't actually give depth TO the object but it will cause the illusion that it has that depth. On the bottom left is the material set up for this asset in the UDK engine. This is how the engine knows what maps do what, and if they get masked off, and how to read them. There is also where you add cool effects like glowing and distortion if you want to. And last but not least is the Height map. This is simply how I generated my normal map in Photo Shop with the Nvidia Normal Map filter. I hope you now get the basic idea of why I needed these for turn, if not feel free to ask.

I generated my normal, specular, and height map in Photo Shop using different filters and layers to get the look I wanted. Due to the fact my Diffuse/Color map had so much detail I felt it was better to generate it in photoshop rather than ZBrush so that all my dents and bumps would match up exactly.

Thanks for looking and I hope you enjoyed the technical side of my Pillar