Thursday, December 15, 2011

K-1353435340 Model Shotgun








Reference Image

This shotgun is based off a series of weapon concept arts that I found online and so far have created three of the six in the set. It may probably be a few weeks before I can post new content but I am now in an intense art mood and I plan to rework the other two weapons I had already made as I learned a bit more from this piece.

Again the aim for this was mainly improving my specular map creation skills and learning to use the Marmoset renderer and using Crazy Bump in my work flow. Secondary objectives were continued refining of my diffuse map creation abilities and now am at a 50/50 mindset of photo-sourcing and hand painting. Maybe in the next few projects I'll aim for a 100% hand painted prop but sticking to a more realistic look and venture into stylized territory, that though is for another day.

Tuesday, December 13, 2011

Revisiting the Shotgun

Rendered in 3DS Max 2012
Rendered in 3DS Max 2012

I'm revisiting another project I worked on awhile ago and plan to texture it differently than I have before. I made this model a few months ago and am in the process of texturing it again after redoing the horrible UVs that I had made in the past. The aim of this project is to get the metallic parts to look metal and to get that I have to work at the specular. I'll spend quite a bit of time on this but I have to learn to create better specular maps to be able to sell this shotgun to look like one.

Saturday, December 10, 2011

Maintenance Hallway

Rendered in UDK
Rendered in UDK
Rendered in UDK
Something I've been working on based off a reference image of a hallway and inspiration from Mirror's Edge. It took me about two weeks to model, texture, and light. The main aim for this project was to continue to learn UDK and build on what I already know.

The main learning experience is that diffuse textures will be about 21% darker when imported into the engine because of the switch to using Lightmass. Before I would create darker diffuses and keep the spec to be brighter but after reading the documentation here at the UDN website I found that it should be the opposite. If a diffuse is dark than the engine cannot utilize the full lighting potential of that texture and thus impacting Global Illumination.

Now I can move onto another project and I'm thinking of Sci-fi as I may as well join the bandwagon with everyone else I know.