Thursday, 25 April 2013

Start of Flats Diffuse

Started the diffuse for the flats building. Still have a bit to do, just working on making it more grunge and run down at the moment.


Monday, 22 April 2013

Bench Finished Model

Modelled a low poly bench for the game, which I have now finished. Here it is with diffuse, specular and a normal map applied.


Monday, 15 April 2013

Game Update

So me and Lauren are going to be starting the unity engine work this week. We have arranged to work on a AI script on Thursday so hopefully that will go well.
The game is starting to come together more now, we have been checking up on the second years and their progress, which seems to be good. We suggested some minor changes to reduce the poly count but apart from that, everyone seems to be working hard which is good.
I think now we definitely need to arrange up to date models in the unity file to check how many polys we can actually withhold.

Friday, 12 April 2013

Ultimate Image

For the animation business module, we had to create an image that displays our work and basically shows what you can do. I chose to use one of my props being an environment artist and also showed the low poly to show my modelling. With the design, I also followed the rule of thirds and the grid system including hierarchy to make the image more appealing.


Finished Dumpster Bin

Finished the bin now, which has diffuse (with ambient occlusion), normals and specular. I also added some props to go inside the bin to make it more interesting. I may adjust the diffuse slightly later on depending on the lighting but right now I'm happy with this.



Wednesday, 10 April 2013

Roundabout Update

Finished the roundabout for the park area of the environment now. This is with normal, specular and Ambient occlusion on as well.


Sunday, 7 April 2013

Dumpster Changes

Now I've added the lip around the top of the bin, it looks much better than before. Also rendered out Ambient Occlusion and applied it here so that has helped define the texture.


Dumpster

I've now used projection mapping on the dumpster to achieve the indented strips along the front and worked on the diffuse texture more. This is just the base texture with some areas missing still but it's getting there.
However, after looking back at my research again, i've noticed a lot of the bins have a bit extruded around the top like below:


So I think I might go back and add something similar to this, as my dumpster bin looks quite plain and I think it might help it:


Friday, 5 April 2013

Sign Update

Here is the start of the diffuse for the radiation street sign so far...