Tuesday, April 22, 2014

UE4 Goodness

UE4 Render
Another asset placed into the tiny scene. I think I'll switch gears and get back to doing the weekly hard surface challenge again.

Sunday, April 20, 2014

Yet Again UE4!

UE4 Render
Another asset that I had previously modeled, and then, optimized for the Unreal Engine. Essentially copied and pasted some of the macro variation nodes from one material and inserted the baked maps into a new material to see how it would turn out. Will pump out more of these, and maybe if the environment leans to it, I will flesh out some kind of mini scene and transition out the UE4 assets.

Saturday, April 19, 2014

UE4 Work

UE4 Render
I decided to take a slight break from the hard surface challenge to bring some of the assets I've modeled so far into an engine that utilizes the PBR system. I am still getting accustomed to the subtleties of UE4 but will continue to push through it so that I can eventually add some of these assets onto my portfolio.

Sunday, April 13, 2014

UE4 Madness

UE4
Got a copy of UE4 and so far loving how the engine handles PBR, materials, well, many things really.

I followed a tutorial for the most part but this will be my test environment for trying out new techniques.

Monday, April 7, 2014

Week 12 Update

Keyshot Render
Clay Render
Wireframe
After some critiques updated the mesh and rendered the puppies one more time.

Saturday, April 5, 2014

Week 12 Challenge

Keyshot Render
3ds Max Clay Render
Wireframe
Barely finished this week's concept but going to see if I can try to render the following several challenges differently, maybe even render in engine as practice. Had to render the wireframe multiple times since parts of the mesh would have the push modifier applied to it instead of the wireframe; this went on for far longer than I'd like so decided to say forget it and leave it as it is now.