Yay! I get to update my blog again! It's been a while but with all the Black Bull stuff I've had to do I didn't really have much time! Today I made a maaaassive shader that basically lets me blend in textures with each other... I basically get an object with enough Verts, and paint the texture I want on it, and blend it with another texture I want to blend it with based on the height map of the original one! Here is the result! Now I can put my scene together... Nearly there!
Here's a picture of the actual shader networt :)
More will come very soon as I begin to set up the scene and work on lighting! :)
Sunday, 23 October 2011
Friday, 7 October 2011
Tiling textureesss
So I made A tileable texture of some floor tiles that will creep out through the soil... I'll be using vertex painting to blend it in with the ground... This was the process:
First I got some cubes and arranged them so they could tile:
I took these into Zbrush and sculpted them into Nice looking tiles :)
The I baked ambient occlusion to get the first texture painting bit started.... generated a normal map from it and here is the result!
Which version do you prefer? I think the second version may look a little better with the ennvironment I have in mind...I'm thinking of adding some snow and with a wetmap they could look very nice! :)
First I got some cubes and arranged them so they could tile:
I took these into Zbrush and sculpted them into Nice looking tiles :)
The I baked ambient occlusion to get the first texture painting bit started.... generated a normal map from it and here is the result!
Saturday, 1 October 2011
Some trouble :(
I retopologised my rocks... and I got a good low poly mesh... the problem is the way my UV map ends up looking like... I cant maximize the UV space I'm using due to the nature of my object... and I don't seem to be able to export a map that is not "square".... any suggestions? here are the images:
and here is my UV map...
and here is my UV map...
Friday, 30 September 2011
More rocks, Door Arch and Tower tests!
Another update on my little corner. I made the rocks better, and I'll be retopologising those soon to get a low poly for them. Here is the high Poly (Low poly should be done tonight):
I also did High and low versions of the Arch for the door, here are both versions:
I've also been playing around with how the towers should look... which one do you like best?
I also did High and low versions of the Arch for the door, here are both versions:
I've also been playing around with how the towers should look... which one do you like best?
Saturday, 24 September 2011
Rocks!!
I have been sculpting rocks for a bit, these will surround the tower in the little corner I'm making for the scene.
I've been experimenting with 2 types of rock formations and I'll probably be going for a developed version of the second image I upload. This was my first try:
And heres is the second version. Which I like best and will be developing further, as I think its not quite there yet :p
Retopologising these is going to be a PAIN!! haha but its got to be done!
I've been experimenting with 2 types of rock formations and I'll probably be going for a developed version of the second image I upload. This was my first try:
And heres is the second version. Which I like best and will be developing further, as I think its not quite there yet :p
Retopologising these is going to be a PAIN!! haha but its got to be done!
Friday, 23 September 2011
And now the 3D stuff!!
I made this texture just now after about 2 hours of work. This will be the brick layer that goes under the plastered wall. With time, part of the plastering has worn off the tower and these are the bricks that will show through (concept drawing).
To make this texture I sculpted a high Poly brick wall in Zbrush, from which I baked Normal the Normal map and Ambient occlusion map. Then I hand painted the Diffuse texture. Here you can see the process:
To make this texture I sculpted a high Poly brick wall in Zbrush, from which I baked Normal the Normal map and Ambient occlusion map. Then I hand painted the Diffuse texture. Here you can see the process:
First the Sculpt:
From which I baked ambient Occlusion and Normal maps:
Then I did the Diffuse texture by hand:
And this is how it looks in Engine. I must add that I have not done a specular map for it yet so thats the reason it looks a bit like plastic. This will change tomorrow! haha
Hello World!
So this is the blog I will be using to doa progress report on my Honours Project. I don't want to bore anyone with a long introduction or anything so lets just begin uploading the art!
For my Honours Project I chose to do Environment Art. I was very inspired by an artist called Jackson Sze, and a lot of other artists that I found about about with books like" Battle Milk 2" or "The Skillful huntsman". Artists like Felix Yoon, Mike Yamada and many others have also been a great source of Inspiration.
My lecturers advised me to create a "corner of the world" that I will be creating, in order to put me in the right direction for this project.
I will first upload the concept art from silhouette drawings to sketching and a little colour composition, of course I'm not a concept artist by any means but it helps me with my texturing and to get an overall feeling for my scene.
For the colour study im mainly interested in the building, the rocks and etc can come later.
For my Honours Project I chose to do Environment Art. I was very inspired by an artist called Jackson Sze, and a lot of other artists that I found about about with books like" Battle Milk 2" or "The Skillful huntsman". Artists like Felix Yoon, Mike Yamada and many others have also been a great source of Inspiration.
My lecturers advised me to create a "corner of the world" that I will be creating, in order to put me in the right direction for this project.
I will first upload the concept art from silhouette drawings to sketching and a little colour composition, of course I'm not a concept artist by any means but it helps me with my texturing and to get an overall feeling for my scene.
For the colour study im mainly interested in the building, the rocks and etc can come later.
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