Monday, October 29, 2012

Wednesday, October 24, 2012

Updates Oct 24

I would really like to have the immediate perimeter completely finished by the end of this week so I can move on to modeling the interior. I finally got the broken window frames in all the windows to make it look that much more convincing.

I still have minor things to fix all over the map, but most of these problems arise due to my lack of experience within the Unreal Development Kit. With enough tutorials, hopefully I can fix my problems. Here's what I have in the engine so far. The light source is placed as though it were about 9 in the morning:

Wednesday, October 17, 2012

middle of the mid-term week

Here I am, middle of October. Still many things to do on the outside (let's not even talk about the interior) but I'm making progress. Just a little info on today's screen cap: since this is inside the game engine, not all of the materials I use on these objects are double sided, which is why you can see straight through to the horizon on some parts of the building. Fear not; all of the transparency issues will be resolved when the interior is built. Here's the shot:

just for fun, a shot from the inside. textures are unfinished, obviously.

Tuesday, October 16, 2012

October sixteenth and seventeenth

It's the middle of October, so according to the schedule that I made in September, I should be working on the interior right now. I'm slightly behind, so that isn't the case. However, I'm pleased with the progress being made on the outside, so I think it's worth the extra time. 

I decided to revamp the sidewalk chunks, using my own unique textures taken with my phone's camera. Here are the chunks that I can scale and rotate to make the player believe they are in a seamless environment:

I finally have the building itself textured, (with a few normal maps that need to be generated here and there). Here are a couple shots of the building with mental ray (soon I'll post renders from the game engine, which should look way better):

Thursday, October 11, 2012

october the eleventh and twelfth

Texturing is still in process, and there are a bunch of miscellaneous items I still need to model and texture for the exterior. Here's this:

And this:

Wednesday, October 10, 2012

a litta bitta game engine progress

I have much to do, but texturing is coming along well. Tedious and focus-intensive, but well. Here are a couple screenshots of what I have in the engine thus far:

Saturday, October 6, 2012

more gargoyle nonsense

Here's a fun little depth of field thing. I also finished sculpting / baking maps for the relief sculpture on either side of the gargoyle. Check it.

Gargoyle sculpt completed!

Finished the gargoyle sculpt and baked a normal map for my low poly object. See them side by side:

Wednesday, October 3, 2012

UDK proof of concept

Here's my proof of concept. This is within the Unreal Development Kit, so this is actually an environment that's playable. This will eventually be the east / northeast corner of the building; it houses the women's room on the eastern end of the main waiting room.
screenshot from UDK

Tuesday, October 2, 2012

Sidewalk in mentalray

I'll be posting more shots from the game engine that all of these assets will be going into, which is the Unreal Development Kit. For now, this is a mentalray render of a few modular sidewalk pieces.

Monday, October 1, 2012

Just some normal normals.

I'm really excited about this! I didn't expect these walls to turn out like this at all, but it's definitely a great thing. The first picture is just the plain geometry with flat textures, no normals. The second one is with the normal maps applied (but they're not quite finished yet).

October the First

I have officially begun the texturing process. According to my pre-planned schedule, I'm slightly behind where I'd like to be, but I made the schedule to be just on the brink of impossibility; that way I can stay on top of things, procrastinate as I may. October is a big month for this project. By the end of this month I should have the exterior of the building and its immediate perimeter textured, then I'll start moving on to what the player will see on the horizon in early November. Keep checking back; more updates to come!