Monday, October 27, 2014

Was able to do some work

Have to wrap it up, i have a class in 5 hours


but, im done blocking out/

Friday, October 24, 2014

First nights progress



Made a barrel, laptop, small shelving, and the blockout, with a quick lighting pass.

At least I got stuff in UE4 right away.  That was my goal for the first day.  We'll see how far I get on Sunday.

Thursday, October 23, 2014

Here's the next project

The artist is Francois Baranger, he made this concept for Heavy Rain.  I hope I can do his concept justice.  My time line is 2 week.  So by week 5, this puppy better be 90% done

Monday, October 20, 2014

Scratch that, looks like I only have about a weeks worth of hard work now.

So I decided I hated my lighting and deleted all of it.

This is more of what I was looking for.  It's 1080p



Things need to be fixed and I made things different colors to see what looks better, but you get the idea.

Please keep in mind, the bullet hole decals are just place holder, I still need to UV/Lightmap some meshes and make a few passes at Materials.  And the main door needs to be textured.  Those guard rails are going to be revamped.  As for the bullet holes, I'll be spending some quality time making better ones with different patterns.  But I feel like this is about 90% done now.

Also, I'll be making new props, like crates and such.  I like the ones in the scene, but they'll just be place holders for all my sci fi projects now.






Sunday, October 19, 2014

Changes






Lighting, Texture, Materials, FX.  Some modeling.

Going to get rid of those bulky, primitive crates and make some real crates.

Going to toss in debris on the floor, ammo casing scattered all over the floor, make it look like a team of dudes ran through here with some opposition.

Sunday, October 12, 2014

Stopped modeling, will begin texture.






So as of now I feel its time to start working on textures, materials, mesh paint, material instances, etc.

Once i get comfortable with the texture I'll see what needs more work.  A lot of stuff in this scene isn't even UV'd so it's time to get to work.

Friday, October 10, 2014

Added some geo

I'm also redoing the 4 way cross section corridor.  But it looks better.
here some of the changes.


I removed a few things as well.

Tuesday, October 7, 2014

Here's a quick update.

I'll work on more tonight.



More additions

Added geo and bakes, played with lighting.  Going to sleep.
And a 4k screen grab, but google scaled it down.

Monday, October 6, 2014

Playing with Matinee

Ok, I'm done.   Going to sleep, have class in about 4 hours.


So I went ahead and went back to the old color scheme, it does look better.  As for the render, I played with the AO settings in both world settings and post process.  I used the light function feature as well.  And I went ahead and added 4 directional lights through the scene and pointed them in 4 directions, rotated them on both X and Y.  Now that I had fun with lighting, I'm gonna finish modeling and baking.  

Here's a screen grab



This screen grab is to show the dirty lens effect on the camera, by using the dirt mask in the post process properties under bloom.


Sunday, October 5, 2014

Finally in UE4

I decided to toss it into Unreal and play with some lighting, the lights look different because I lost the UV mapped ones, so they are blown out.  I'll get them back to that blacklight looking color later.

Not sure if it looks dark on your screens, but It's bright enough here.  I'll probably increase the brightness later.

Thursday, October 2, 2014

These next couple of days will be dedicated to work.





Decided to show some Normal Work.  I've been busy, but after tomorrow, I'll have Friday, Saturday and Sunday to work.  The environment will be finished by then.

Oh this is just the straight away modular piece.  I have a cross section, a dead end, and a ramp.  I think I'll start baking the doors tomorrow night.  I made 3 of them, they are not my concept, I took them from Halo.

Here are the concepts.



This one isn't halo.  I don't know where its from, but I like it.  

And here the HiPolys