Rendered in Marmoset Tool bag V.1
Project Warlord
Monday, December 16, 2013
Thursday, December 12, 2013
Putting it all together
Time to put everything together in the UNK engine. I have to import all the files, put in a blocking volume so the I can play the level for a great camera shot and not fall through the world. Oh, and some lights.
At first we have this result:
So I need to add a few lights to break up the forground/background and give a little rim lighting. Just because a texture is glowing, doesn't mean it emits light, so I'll need a one for it's eye.
I also want to improve the wall texture a bit as well.
Close to being done! There grout areas are really dead and high contrast which doesn't look great. Also there's something not looking right with the normal mapping on the window. Time for some fixes and lets add a particle system to add some dust motes to the blackened areas.
Much better!
At first we have this result:
So I need to add a few lights to break up the forground/background and give a little rim lighting. Just because a texture is glowing, doesn't mean it emits light, so I'll need a one for it's eye.
I also want to improve the wall texture a bit as well.
Close to being done! There grout areas are really dead and high contrast which doesn't look great. Also there's something not looking right with the normal mapping on the window. Time for some fixes and lets add a particle system to add some dust motes to the blackened areas.
Much better!
Sunday, December 1, 2013
Progress and growth
More revamps! More rethinking and retooling. Scrapped the old model to make it look less cartoony.
Here's the little fellow now.
A great big eye to give him a little more personality. A few elements were taken off the arms/legs and put on the main body to bring it all together. Here's the high poly version sitting next to the low poly one. It's designed for various glowing areas to stand out.
And here's a test of him with an approximation of the camera angle, and storytelling element.
Here's the little fellow now.
A great big eye to give him a little more personality. A few elements were taken off the arms/legs and put on the main body to bring it all together. Here's the high poly version sitting next to the low poly one. It's designed for various glowing areas to stand out.
And here's a test of him with an approximation of the camera angle, and storytelling element.
It's time to create the textures for the wall by doing a high polygon sculpt and then baking that down to a flat plane.
Sunday, October 27, 2013
Saturday, October 26, 2013
A change in the wind.
Hello! Today I'm taking this project in a new direction. I've been having a difficult time getting this to coalesce together, and it's always breaking down to, "Who's room is this? What's this person's story?" And it just wasn't coming.
Story, above all other things, is the most important thing to consider when generating a scene. However, FINALLY and idea emerged. The throne room is gone. The glowing globe is gone. Instead, we have a prisoner getting a small taste of freedom. I can reuse all the hard work on making the machinery parts since the main character is mechanical. Here's some progress shots of the NEW direction.
The first two are the high poly Ambient Occlusion bake to the low poly model. The last two are the setting and camera angles.
Story, above all other things, is the most important thing to consider when generating a scene. However, FINALLY and idea emerged. The throne room is gone. The glowing globe is gone. Instead, we have a prisoner getting a small taste of freedom. I can reuse all the hard work on making the machinery parts since the main character is mechanical. Here's some progress shots of the NEW direction.
The first two are the high poly Ambient Occlusion bake to the low poly model. The last two are the setting and camera angles.
Sunday, October 13, 2013
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