Showing posts with label Unreal Engine. Show all posts
Showing posts with label Unreal Engine. Show all posts

Wednesday, May 25, 2016

Some Progress

UE4
Finding some time to add more assets into this scene and still have to add elements for the ocean floor and trying my hand at modeling some characters.

After that I was going to apply APEX cloth to various parts of this level and get an idea of how that plugin works. Still much to do but will have to wait till after I get back from my trip next week!

Monday, April 25, 2016

Smaller Scale Project

UE4
It has been some time and I have grown accustomed to the work schedule. I think it is time to start on another personal project and this time it will be far smaller than previous ones. This is a test to see how much I have learned and how it could be utilized into this project.

Monday, January 4, 2016

Non Non Biyori Hiatus

UE4
UE4
UE4
UE4
I'm going to take a break from this till I upgrade my rig. Currently takes too long to load up this project and when I finally had a direction with the textures.

I'll probably stick with smaller projects and continue to understand the latest Quixel Suite; the next thing is trying to mirror the workflow of Outpost 23 and the Scifi Hallway example. I should try to make it as procedural as possible to attain greater framerates.

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!

Sunday, November 9, 2014

Small Break


I will be taking a breather after this update to reflect on what I have done so far. Currently figuring out how to create shrubbery that will be a higher quality than I am used to doing and will need to wait till I get my hands on SpeedTree.

Textured a few more bits and added subtle grime here and there to the scene but will move on to another project. This was always intended to be a quick environment to facilitate learning new techniques like 4 way blend textures.

Thursday, November 6, 2014

Level Grinding the Night Study



Replaced temp textures and figured out what was up with the 4 way blend textures. Last big part of the project is adding in all the plant life and finalizing the grime on the piece.

Sunday, October 26, 2014

Night Study Progress


Another environment that I've been working on. This will be a long project in getting the texturing to be something that I will be satisfied with but for the most part the models are done save for tiny detail props and deciding what to do with the roofing.

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.

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.

Sunday, June 2, 2013

BlastPoints Assets
















Finally got these renders prepared and set up! These renders are assets that I created for the company Pub Games and their game, BlastPoints, which can be found in the Google Play store!

All textures provided by Pub Games and all models created by me.