Wednesday, February 29, 2012

Messy Rocks

Last night I got a little curious with some lighting practices. I started off making a normal tileable texture and just playing around with it in photshop.

This is my painted rock wall to practice lighting with. 

Normal for the rock wall.

As far as spec goes, I couldn't really decide if this was the better choice or my first one which was a solid black/white spec. I just like the color variation, but it looks a little TOO much like the actual diffuse map.

Above are all maps placed together. Top left is the Diffuse, Top right is the Spec and  the bottom is of course the normal map. In the diffuse slot, the picture was taken while in UDK on a bsp using two pint lights radiating orange and blues to give the brick a little life instead of making them look too flat. 

Tuesday, February 28, 2012

So over the weekend, I worked on what I could..but unfortunately I had my hands a little full.






So my work will be picking back up today, and I will be modeling the following:
-Water Tower
-Water Wells
-Barrels of Hay




Beta

We just finished presenting our project for beta. Our camera was changed to top down without consent of the team, but we fixed it back to the third person camera after hearing how bad of a decision top down camera angle was.

Over the past couple of days I have been working on updating a few textures. The cracked mud and soil in the previous post has changed to a lighter hue of mud and soil.





These are both updated from the past blog pictures.

Tuesday, February 14, 2012

Mud Texture



In class this morning, my main focus has been updated the mud textures.






The beginning image of the Mud





Finished Painted Mud






View of Mud material with Normal in UDK












Monday, February 13, 2012

Texture Update-Soil




Lately I have been working on Textures for the cliffs surrounding the level and the Soil for the ground.


        
               Beginning Soil Texture, with additive painting and Layer Changes.



Process Work of the Beginning stages of the soil.
Close to final outcome of the soil texture.





Finished Product UDK

Saturday, February 4, 2012

Studio II blog

Throughout studio 2 I will be working on Cowboys VS. Aliens, ( Cowboy SHMUP) With Scott Spadea, Shane Stoneman, Moises Silva and Alex Landry to complete a playable level run through UDK.

My job on this team is Lead Texture Artist.

This snap shot to the left is a type of wood I was working on for the barrels, bars, and carriages in our game.



















This is where I currently stand on what we have as "Burnt Wood". It is still a WOP.