Saturday, January 31, 2015

Adjustments Galore

UE4
Made a whole bunch of albedo adjustments in order to keep the brightness levels of the textures within 70% to 100% to let the global illumination light the scene better than in my last update. I only need to add in two more texture adjustments and then I can truly just keep messing around with the lighting till I get something that looks realistic.

Thursday, January 29, 2015

Texture in Transit

UE4
The last few days have been spent texturing using Quixel Suite. The program is a time saver and I have begun to understand it better than my last attempt with it texturing the fender. The only thing I want to figure out to applying hand painted textures into the program, if I am unable to I suppose I'll have to do that bit manually.

The texturing isn't exactly where I'd like it right now but this is a good start. I need to desaturate some of the textures but overall my initial plan to save texture space has worked splendidly; the 60 - 70 fps is a plus, so far this is the most optimized environment I have created.

Sunday, January 25, 2015

AO Map Input Magic


I decided to do a test and attach all the AO maps into the material network I created to see what it did. In past projects I never bothered with it but the massive difference in lighting quality has now proven to me that I should use it more often.

Only a few more small detail assets to model and I can call the modeling phase done. Tomorrow I should be on a good start to texturing this environment using Quixel Suite.

Saturday, January 24, 2015

Throne Room Progress





 It took a week but I managed to render out the majority of the normals for this environment. I only need to model some detail to attach to the walls but soon the texturing can begin!

I've learned a few new tricks that have greatly quickened the modeling process. One is turbosmoothing based off smoothing groups and creating shapes based off edge selections; the two of these alone have shortened the high poly process considerably.

Monday, January 19, 2015

Throne Room Progress



Started this last week before knowing of the Throne Room challenge but will continue on with this at my own pace. Tomorrow will finish up unwrapping the centerpiece and modeling two other assets and then the long process of texturing!

Wednesday, January 7, 2015

High Poly Finish

Rendered in 3ds Max
Wireframe
Finished up the high poly for this bad boy and onto the low poly and texturing! Even though this was last week's hard surface challenge I wanted to get this thing finished up and keep at a pace of finishing projects instead of leaving them aside as I did last year.

Sunday, January 4, 2015

First Model of the Year

Rendered in 3ds Max
To start off the year decided to make this week's Hard Surface challenge model. Still a work in progress but nearly there.