Sunday, 27 January 2013
Thursday, 24 January 2013
Lights, pipes and keycards
Friday, 18 January 2013
Main menu mockup design
http://www.youtube.com/watch?v=8mI6eAlRqMk&feature=youtu.be
alot of things are not final in this, its just a idea and mockup. such things as the snow being properly animated, frost accumulation and text and title animation.
alot of things are not final in this, its just a idea and mockup. such things as the snow being properly animated, frost accumulation and text and title animation.
Monday, 14 January 2013
Monday, 7 January 2013
ice cavern modelling
For the ice cavern i have began to model out base meshes in maya in sections, the plan i have for this is to model the whole section then break it down into walls roof and floor and if the time arises take them into zbrush and sculpt further detail into them to create ice flow and direction to the cave so it looks much more realistic in terms of formation, this would then be applied as normal maps and maybe height maps for parallax mapping.
here i have messed about with the light setup more to create the feel the game and environment needs. i feel this is correct in terms of how it would be lit but as a result the cave seems hard to recognise it as a ice cavern and looks more like rock or maybe underwater scene. but its just a result of the lighting, the material is unchanged from the previous pic so im not sure how to go about this. maybe some tweaks with lights or the material could help the scene.
Ice material secondary.
Aswell as the ice material for the caverns i neded to come up with a material for the interior which would be more transparent. i could just use the same one but the ice cavern material isnt transparent, and making it so causes a few visual defects in the realistic look of the ice cavern. sub surface scattering will likely be added to the cavern material to give it the transparent look it needs with a inner glow, but for the interior facility this 2nd material is what im going for. it is based off the original with some added tweaks such as transparency and camera vector distortion to simulate refraction of light from the objects behind/underneath.
Sunday, 6 January 2013
Engineering room Assets
Two asset pages for the construction of the generator room (engineering) the first images shows the fusion core the whole complex will run off of, suspended above an abyss venting it's power all over the facility, showing the textured quality and detail level, the bottom is a few objects that will appear within the room and else where, a load more of this is to come.
P.s. I could of done far more over the holiday *Insert sad face here*
lab room
lab testing area
tissue testing area
textured tissue testing area
bloody hand prints on wooktops
tissue area in udk
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