Showing posts with label dDo. Show all posts
Showing posts with label dDo. Show all posts

Wednesday, March 18, 2015

Conclusion?

UE4
I think this will conclude this personal project for now. The last batch of assets are textured and I will say that this piece was taxing in terms of my computer power, dDo is amazing but the way it chugs this PC kills me a bit. Hopefully the SSD coming in within the week will help the next project: updating the throne room!

Sunday, March 15, 2015

Base Texture Groundwork

UE4
Pushed through with the last bits of props that needed a basic texture foundation and am I pooped out. It was a grand experiment to smash in about 35 props worth of UVs into one grand atlas but thanks to dDo turned out better than expected; added in the Ambient Dust particle to see how that looked in the scene.

Now to refine all the textures and to add in extra detail props all over this business!

Thursday, March 12, 2015

DFAO Revisited

UE4 with DFAO
Spent much of today rendering Distant Field AO for the scene and 4.7.2 has a far better version than the one I used for the Throne Room in 4.5. Colored me impressed with the latest engine update!

Tuesday, March 10, 2015

More Progress Yo!

UE4
Starting to get fleshed out but need to figure out how to properly have curtains that have slight opacity but still receive shadowing from the lighting. This will require further research.

Sunday, February 1, 2015

Throne Room Completion

UE4
I think I am at the state where I can call this project finished. I pushed as far as I could in terms of lighting and texturing this piece on top of learning new techniques and strategies when creating environments.

This was the first time I created atlas textures instead of using entirely tiling textures, a first for trying out Distance Field Ambient Occlusion, proper light map density, near proper reflections, using Quixel Suite to texture and a few other things. The next environment I am doing will incorporate what I have learned from this baby.

Onwards!

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, December 14, 2014

Week 48 Challenge

dDo
dDo
Rendered in 3ds Max
First time I have tried using the latest dDo and color me impressed.

Sunday, November 16, 2014

First Ddo Run





First attempt at trying out Legacy dDo, so far liking the control and ease of use with this program!