Showing posts with label texture. Show all posts
Showing posts with label texture. Show all posts

Wednesday, October 30, 2013

Floating Tower

Midterm project. We had one week to model and texture a floating tower using modular pieces. All pieces snap together vert to vert.

This scene uses 14 unique models (including the flags)








Tuesday, October 1, 2013

Texture Editing

Our project this week was to take someone else's hallway and then muck it up via texture without changing any of the geometry.

Here's Donato's original hallway:


I decided I wanted to make it look like it had been attacked by sentient alien goop. So here's my take on it:



Tuesday, September 24, 2013

Tuesday, August 6, 2013

Final Project

For the final we had a week to make and texture a scene using all the things we've learned this semester.

I decided to change up the water/rocks scene and add some grass to it along with modeling some props to make it interesting. Here's some in progress shots.







Tuesday, July 23, 2013

Blend Shaders

Made a bunch of blend shaders this week. Started with lava but got pretty frustrated trying to get the lava to look like Lava, I think it's a lot more advanced than I thought it was. Moved onto water and snow which were infinitely easier and look a lot better.




Normal and Diffuse for the water shader.




The snow shader, attempting to blend using a height map. Kind of successful but needs more work. Was going off this tutorial, which inverted everything, but that seemed unnecessary so I changed it.

Friday, July 19, 2013

Height/Slope Blending

I wanted to do something a bit different than the standard mountains with snow on them for height blending. So I made this volcanic environment.

I took a height map from Google Earth of a canyon in Egypt and another of a volcano and blended the two together. Then I made textures for obsidian, a red glowing obsidian type rock and ash for the top.




Here's the material editor for this. It looks like a lot but really it's the same thing repeated for the spec, normal and emissive channels.



And a close up.



Here's the material for the lava surrounding the volcano.

Saturday, July 6, 2013

Projected Couch

Here's the couch I made yesterday, in all its 131,060 tri glory:



Brought it from Max into Maya to make a low poly cage for it, down to 2737 tris, then projected the high-res one onto the low for the normal maps.



Here it is in UDK (I haven't textured the legs yet):



Monday, July 1, 2013

Chipped Rock Floor

Made this chipped rock floor in 3ds Max while following along with another Digital Tutor lesson. Very first time using Max and it seems pretty handy for blocking things out like this.

In progress blocking in Max:
 

Took my tiled block pattern into Z-brush and sculpted about half the blocks, then back into Max and duplicated the sculpted ones along the blocked out guidelines I made.


 I generated all the maps in Max with Render to Texture, then made an additional grungy normal map in Knald based off a photo I took of fishsticks I made that burnt to a baking sheet:


 
Finally I brought the whole thing into UDK and combined the two normal maps for finer detail.

And the final result:










Saturday, June 29, 2013

Rocks

Video games have generally between 3 and 72,348 rocks in them. So here's some rocks.

The rock mesh was generated using a nifty Rock Generator plugin for Maya found here. And then I tweaked them a bit.

Diffuse map created by layering a bunch of photos and some painting, normal map made in Knald.






Tuesday, June 25, 2013

Stylized Door

Taking a class on Shaders in UDK. Our first project was just to do a wood texture. I made this super stylized wood texture and then I had some extra time so I also made a little scene using this texture with simple kismet of a door opening.

The door sketch is by Matt Elser.



Tuesday, June 4, 2013

Finished Dinosaur

Dino is all  finished. Used procedural nodes to texture the eyes, teeth and gums, and added some spec. Here's the maps, a viewport screenshot and the final renders.

Diffuse:
 Bump:
 Spec: