Fixed some proportions and more adjustments to the hand cannon.
My online drop box of what I am currently working on, abandoned projects, work flow techniques, rants, raves and just about anything that comes from my creative or sometimes not so creative mind.
Sunday, July 18, 2010
Friday, July 16, 2010
Pistol baking lovecraft
Made some adjustments from my original take on the quake blaster. Got some clean bakes so now it's time to texture this bad boy and move on.
Thursday, July 15, 2010
and even more arts
Models for this are by me. I did the high poly, low poly and bakes.
Textures were done by Gina Lohman at Raven Software
Monday, July 12, 2010
Revisited Quake Blaster
So after looking through some things I was looking over some old pieces I did and decided to “fix” some issues with them. The first one being this blaster based off the Quake 4 concept piece.
I originally changed up a few of the designs on it to make it more my own and after looking at it again some didn’t flow right and some weren’t rendering too well because of super tight chamfers and other issues. So dove back in to fix some up.
Nothing fancy for renders. Just some quick max screengrabs.
Now on to fix the low poly, bake it out and retexture this beast.
Friday, July 9, 2010
UDK Project: Lighting
Played with lighting a bit today and tweaked some material stuff adding in reflection masks and adjusting some other values.
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Thursday, July 8, 2010
Wednesday, July 7, 2010
UDK Project : Texturing
Nothing super amazing. Just some progress on the floor tiles.
Changing up the color scheme from the concept. Going more for a dirty, run down, abandoned area. Will be changing up the area quite a bit too.
Friday, July 2, 2010
UDK Project : Modular Bits
So many more pieces to go but here are some of the modular wall panels. Easily tiled and moved around and reconfigured.
Still need variants with windows and one for doors.
Thursday, July 1, 2010
UDK Project : Some Material Love
Got a few pieces baked out and proxy textures on them.
Currently working on the shader and master materials for this scene.
Most things are controlled by user input and can be toggled on or off depending upon what is needed for the object the shader is applied to.