Got round to finishing my AKM, some inaccuracies looking back on it, but overall i'm very happy with the outcome. Might polish more if i receive any crit's but i'm going on holiday today so no more for a week. Next gen and quite heavy on the polys, if i were to make it again i think i'd plan out the textures more modularly, as currently some of the stock and the wooden parts are on separate sheets. Plan on showcasing this on a little gunsmith table with various tools, i can practice some baking and material definition as well.
Thursday, 31 July 2014
Tuesday, 15 July 2014
Podracer Update
Workshop update, added a few more textures, and filler medium and small assets. Still placeholder for some of the scrap. Added pipes, some scrap, droid, barrels, crates etc.
Tree is placeholder, going for a small leaved desert tree, in process of sculpting this.
Labels:
3d,
Anakin,
Art,
cryengine,
cryengine 3,
de montfort,
Environment,
Game,
game art,
game art design,
max,
max mead,
model,
Podracer,
skywalker,
Starwars,
tatooine,
workshop
Thursday, 10 July 2014
Podracer Scene update
Labels:
3d,
Anakin,
Art,
cryengine 3,
de montfort,
Environment,
Game,
game art,
game art design,
Highpoly,
max,
max mead,
model,
Podracer,
skywalker,
Starwars,
tatooine,
workshop
Monday, 7 July 2014
Podracer Scene update
Update, particle effects have been upgraded, now having problems with heat distortion having undesirable effect. Improve materials and a few new assets and placeholders. Going to be working on some high poly foilage soon for this, to add a little more variation and dynamics.
Friday, 4 July 2014
Anakins Workyard
More progress, got some floating cloth to block the sun, going to have mechanical hover droid-like things holding them up like in the first movie. Blocked in some junkyard and spare parts to fill the area and added a little more to the walls to give it more interest. Also got in the purple energy binders in as a particle effect.
Got a problem that my cloth doesn't always show shadows, but will on startup in-till i change any settings or move them. Also note to self. cloth in cry. Engine looks much better in dark, but oh well just an update.
Red vertex colour for binding still, Green for free movement.
Apply a crytek material that is physicalised but with no other settings, should work.
Reduce gravity in engine to avoid massive sag.
Got a problem that my cloth doesn't always show shadows, but will on startup in-till i change any settings or move them. Also note to self. cloth in cry. Engine looks much better in dark, but oh well just an update.
Red vertex colour for binding still, Green for free movement.
Apply a crytek material that is physicalised but with no other settings, should work.
Reduce gravity in engine to avoid massive sag.
Labels:
3d,
Anakin,
Art,
cloth,
cryengine,
cryengine 3,
de montfort,
designs,
Environment,
Game,
game art,
game art design,
max mead,
skywalker,
Starwars,
tatooine
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