Thursday, September 23, 2010

The End of Night 1

So after gathering my final ideas on my first asset, I began to model it in Maya, the model was banged out in roughly 15 minutes, and then on to the texture process.  I got a solid base texture done in about an hour, but continuously kept asking myself, "Could it be better?" So for the next hour I piled and piled and piled all the small details I could without making it trashy.  Then I got the spec map out pretty quick, knowing that i wanted the grass tips to shine, as well as the tips of the cracks in the sidewalks.  The height map was relatively easy as well, but trying to get a normal to look right was killing me.  I finally settled on the best one I could find, but alas, I'm exhausted and ready for sleep. So, here it is, Asset 1, feel free to critique any part, the best kind of feedback is any kind.

Asset1-Sidewalk
Reference


Wednesday, September 22, 2010

Starting First Demo Reel Piece Tonight!

After this super long month of level design and sculpting away, I finally feel I have the skills to begin my first demo reel environment.  For the environment, I'm going to go with an abandon city that was under construction before a disease halted all construction in the area.  For the main set pieces that are really going to be top of the notch, I have a building currently being constructed (in the reference image in black and white), 3 warehouses, 2 that are enterable with indoor scaffolding and layouts unique to themselves, and lastly a forklift/tractor that will be the in middle of a dug out area with piles of dirt and rubble everywhere.  Hopefully this turns out for the good, because I plan to take my time on this, I'll be sure to post new assets when and while I work on them, feel free to critique!

Some Items I plan to include(from top left to bottom right) Warehouses, construction zones, curbs with gutters, building, and drain ways.  Notice the orange and old colors I chose, which I hope amplify the idea that there was a disease here.

Get Your Assets In There!

Hey guys, my domain name is down, so for now I'm going to have to use blogspot, no biggy, as long as my work gets out there! So this entry is going to be filled with current speed/daily models I've been doing, and will include poly count, time spent, and overall happiness with the piece! Everything I've modeled, UV'd, and Textured, unless otherwise noticed.

Wooden Barrel
Time: 1 hour
PolyCount: Roughly 230 Tris
Opinion: Overall I thought I did pretty good for the time limit I gave my self.

Wooden Ladder
Time: 1 hour
PolyCount: About 125 Tris
Opinion: I continued the wooden theme and felt I did better on this one overall than the barrel.

Wooden Sign

Time: 1.5 hours
PolyCount: 200 Tris
Opinion: To finish the "wood theme" of the week, I did a sign and made a quick logo for it. Overall, I thought it was a pretty bad normal map which caused it to look bad when I put it in Unreal.

Mailboxes(Left Realistic/Right Stylized)

Time: 3 hours for both
PolyCount: I did not model these, these were for a texture painting class at school.
Opinion: I really enjoyed handpainting the stylized texture and felt that I did amazing on it! The realistic one however, I wasn't too pleased with the metal texture color.

Snow Queen Pillar

Time: 6 hours
PolyCount: 800 Tris
Opinion: This was a doozy, my first real model made with transfer maps for game models.  I think that I did really good on getting the normal map, but the concrete doesn't look too concrete, I think it needs more edge spots where it is flat and chipped.