Sunday, 15 March 2015
Cathedral Development
Lewis;
The texture is far from finished and the wall texture is going to be improved next.
Other maps are also going to be taken so that we can add roughness and metallic properties to certain areas.
The first screenshot is of the texture tests in Maya, this was solely to check that the borders and the textures were correct, not for any lighting or rendering reasons.
This screenshot was of the current texture applied in engine, seeing how it reacts to the different lighting style.
This lightmap is a custom one which is not the best and certainly needs improving.
This lightmap was an automated map that Unreal made itself.
Monday, 9 March 2015
Minor asset progress
I tried to make a start on modelling some of the minor assets needed, but due to problems with my own version of Maya I had some difficulty...
Here's the start I made with the cart. The main body of it was an easy job, but I'm still working out how to do the spokes on the wheel before I copy and paste it to the other side. Maybe it would be easier to use a transparent texture, but I don't think it would be very convincing, seeing as the player would be able to get close to the model.
Here's a very quick start on the barrel I did after having difficulty with the cart wheels. I need to add another set of rings and tidy it up a bit, and it should be good to go for UVing.
-Chloe
Here's the start I made with the cart. The main body of it was an easy job, but I'm still working out how to do the spokes on the wheel before I copy and paste it to the other side. Maybe it would be easier to use a transparent texture, but I don't think it would be very convincing, seeing as the player would be able to get close to the model.
Here's a very quick start on the barrel I did after having difficulty with the cart wheels. I need to add another set of rings and tidy it up a bit, and it should be good to go for UVing.
-Chloe
Sunday, 8 March 2015
Cathedral UV
Lewis;
This is the UV layout for the textures of the Cathedral. There are a lot of nooks and crannies that don't need unique details, which is why there is a ton of overlapping UV's.
Regarding the light mapping for Unreal, there will have to be zero overlap, which will mean everything will have a smaller area inside the grid.
Wednesday, 4 March 2015
Cathedral Scale Test
Lewis;
This is a video of a quick scale test of the Cathedral using a FPS document in Unreal Engine. I used first person to get a better sense of the scale.
Monday, 2 March 2015
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