Monday, April 1, 2013

more updates

Finally got the arcade hallway textured. Also got a significant amount of rubble and graffiti decals in there as well.




Thursday, February 28, 2013

mid-term updates




concourse

concourse ramp

concourse ramp

restaurant

ticket hallway

ticket hallway

Thursday, February 14, 2013

a preview of the concourse & restaurant

Here are a few screen caps of the restaurant and concourse:










Tuesday, January 15, 2013

it's my last semester pursuing a BFA.

My goals and standards are both set high this semester. 15th & Dalzelle, when it's finished, will be my most in-depth CG project to date. In addition to the three main sections, I'm planning on modeling at least 3 of the smaller rooms on the first floor, including the restaurant, women's room, and the cafe. Right now I'm working on the ticket hallway and concourse area. Here are a couple screen shots:

restaurant


concourse


ticket hallway

Tuesday, December 11, 2012

waiting room in UDK

Finally got pieces in the waiting room. Still need to make an unholy amount of decals (graffiti and such) for the walls and floors, as well as debris chunks here and there. Here's what I have:


Monday, December 3, 2012

progress (mental ray)

Even though it's completely useless for my overall project, I continue to attempt mental ray renders. I spent a while getting the lights and shadows to work the right way, and added a normal map here and there. Texturing continues!


And a shot of the same room from the game engine (a few missing textures):


Monday, November 19, 2012

waiting room update

The lighting is just simple enough to get a render, so the focus here is the little bit of texture work I've done on the walls and ceiling. Much more to do:


Monday, November 12, 2012

November 10th

EDIT: ceiling wasn't nearly arced enough. It still isn't in this shot, but, like I said, work in progress:



I've been doing work, I swear. I've just been really bad about posting it. Before I started working on the interior, I spent some time placing assets in UDK. I have a good portion of the terrain mapped out, and the exterior is on its way to being done. Here's what I've been working on for a few days...the first glimpse of the waiting room:


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