Wednesday, March 18, 2015

Environment Update

Here's where I'm at with the environment....it's just in marmoset right now to test the materials quickly while I unwrap.


Back to work now.

Monday, March 16, 2015

Environment Update - Second Texture Sheet Finished

 Finally finished the second texture sheet. Won't be needing a third, but I will need to make a few decals later. For now, these two will allow me to model everything out in the scene fairly quickly. Today and tomorrow will be dedicated to modeling everything out in Max and getting it into UE4.



Saturday, March 14, 2015

Environment Update

Things have been moving slowly, but I finally got the first texture sheet done. I'll be working from home tomorrow, so I'll be able to pick up the pace and get to the modeling.

Here's a few shots from Quixel for the first texture sheet.




Thursday, March 12, 2015

Sci-Fi Environment

    I've been meaning to move into environments for a while now, and since I recently finished that laser weapon I can finally start on this sci-fi scene. Originally I had only planned on reusing meshes and still having unique textures, but now that's changed. I'm gonna focus on using a more modular, efficient workflow. Spent the past couple days looking into modularity, particularly texture sheets and effective ways of getting the most out of them. This is definitely out of my comfort zone, but any mistakes I make during this process will definitely help me learn.

     Normally, my projects can take quite a while, but this one will be very fast paced, hence the need for modularity. The goal is one week. I'll be making some texture sheets tonight, as well as setting up a master material in UE4 that I'll be able to create instances from, to use with each imported mesh. The rest of the weekend will be dedicated to modeling, making sure to unwrap as I go using my texture sheets, staying on the grid, and testing everything in UE4. Monday through Wednesday I'll mostly be working in UE4, making sure materials and decals work properly and lighting the scene. I've allotted plenty of time for each stage of my process to allow for any inevitable fuck-ups, but hopefully things will go smoother than I'm expecting. I'll be posting updates daily.

     Here's a couple images showing my thought process so far. The paintover doesn't break everything down...I can, and will, reuse any smaller assets that aren't further broken down by color. Just wanted to move on. The other image just shows how I plan to break the texture sheet up. I'll be reusing textures as much as possible, and adjusting them in-engine with instances as needed. I'm trying to keep the number texture sheets to a minimum. I should be able to get away with 3, but may need a fourth. We'll see.



Tuesday, March 3, 2015

Done!

Finished the weapon...here's a few shots out of marmoset. I'll post more pics on my website tonight.





Monday, February 23, 2015

Bioshock Weapon Update - Normal Details Done

So I got distracted getting my website up and my business card ready for GDC...finally got back to this weapon tonight. I got all the normal details done tonight, which include all the screws, paneling, welds, wires, and the woven sleeves on the cables. I'll be taking it into DDO this week. There's three different 8k maps on this damn thing, so it's gonna take longer than I'd like, but it'll be done this week. I'll be posting screens here, as well as on my website.


Thursday, January 29, 2015

Bioshock Weapon Update

So I finished unwrapping the gun, hopefully for the last time. I'm moving on to baking the high poly info now. Here's the exploded version of the weapon I'm using for the baking process. The different colors represent how I split up the material IDs.