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.