A blog of my progress, concept to completion, of my senior project
Thursday, December 12, 2013
Wednesday, December 11, 2013
Tuesday, December 10, 2013
New textures
Cracked my mirror, offset the reflections. Added normal maps.
Added some pipes for the back of my TV like I had in the original concept stuff. Did maps for them.
The scene as it stands right now. Finishing rim lighting
Monday, December 9, 2013
Decals Added
Added decals in the scenes to break stuff up. Added a normal map to the TV to add some details on it.
Gotta break that mirror right now!
Gotta break that mirror right now!
Sunday, December 8, 2013
Monday, December 2, 2013
Tweaks
OK so I toned down some of the texture brightness on the rifle, gave it a normal map and adjusted the geometry on the top of the stock to make it just a bit rounder. I tweaked all the maps for it and fixed some geo problems as well.
Moved EVERYTHING in tighter on my scene. It's now very cluttered and disshelved. Replaced some rifles with unmodified versions to sell some of the story. Added particles for some environment fog, but They aren't too noticeable. Might pump them up a bit.
So now it's all TV time!
... And more lighting >.>
Saturday, November 30, 2013
New Table
OK so I added in a non-broken version of the table, added some clutter. I created a selection of tools and a tool box and put some rifles on the table to maybe say that my guy does some work in here modifying these.
-Front of the fireplace is lit up and that is stupid and steals focus. Fixing it.
I'm thinking about destroying that window on the right, rotating the chair towards the TV, and pulling the boxes and the crates on the right closer to the TV. Basically packing my space tighter.
What do you think?
-Front of the fireplace is lit up and that is stupid and steals focus. Fixing it.
I'm thinking about destroying that window on the right, rotating the chair towards the TV, and pulling the boxes and the crates on the right closer to the TV. Basically packing my space tighter.
What do you think?
Tuesday, November 26, 2013
Monday, November 25, 2013
Saturday, November 23, 2013
Chair hi Poly
Don't have more time to spend on it! But I'm getting the hand of the program a little more. Have to move on to my TV and rifle!
Friday, November 22, 2013
Chair
Finishing the arm rests and the wood.
Had to fix my wood alphas, they were giving really lame results.
Had to fix my wood alphas, they were giving really lame results.
Tuesday, November 19, 2013
Monday, November 18, 2013
Sunday, November 17, 2013
My computer busted.
Every time I tried to build my lighting. It crashed 4 times, files corrupted on my system. Ran checkdisk. My system is running again, and it looks like my lighting issues might be ok. Post a screenshot in a few minutes. If it's not relatively ready by the time I go to bed then oh well, I just give up on lighting.
Tuesday, November 12, 2013
I hate UDK lighting.
Nothing casts shadows still. All lighting channels are on, all materials are set to cast shadows. Light is dynamic. Objects set to dynamic. No shadows from any walls. All shadows are modulated. I hate UDK.
Room
Alright well here's where it's getting to. I made changes to the pillow, sleeping bag, curtains, added a bit more clutter and moved around some chunks of wall that were mashing in really poorly
I want that think over the fireplace to be a mirror... I started on that too late, because I'm not quite sure how to make that actually read as a mirror. I might break it in the morning.
So since I wanted a mirror, I thought I should take the time to sort of decorate the back of the room just a pinch so that there is something to reflect. I added more sleeping bags maybe to imply more than one person is living here, which would explain how the heavy crates and such were lifted.
I put rules for the doorman on here. I just wanted to. Nobody will ever see this, but for me it was a good waste of five minutes. :P
Anyway, fixing some lighting tomorrow... Wish me luck I guess.
Monday, November 11, 2013
Sleeping bag
Changed up the sleeping bag color, gave it a new set of maps, changed some geo. For some reason some of the normals are not importing as being soft, when they are indeed soft.
Scene with the new bag. I had a weird day. My car broke down and then I wasted too much time trying to zbrush stuff... Yeah, today was not as productive as I was hoping it would be.
Sunday, November 10, 2013
Zbrush
I tried to Zbrush my sleeping bag today to get folds in it.
Turns out, I'm absolutely terrible with Zbrush and don't understand it so... Yeah, there's a bunch of time wasted.
Scene
Made a few decals there but... How do I get normal maps to work with decals? They don't seem to.
Anyways: Fixed smoothing groups on that damn fireplace, fixed UVs on the fireplace gate (has edge wear now), separated some logs and newspapers for further clutter, fixed normals on the open book that was causing some pages to be pitch black and... I think that might be it?
up for tomorrow: Chair, sleeping bag
Anyways: Fixed smoothing groups on that damn fireplace, fixed UVs on the fireplace gate (has edge wear now), separated some logs and newspapers for further clutter, fixed normals on the open book that was causing some pages to be pitch black and... I think that might be it?
up for tomorrow: Chair, sleeping bag
Saturday, November 9, 2013
Boxes/Fireplace
Fixed all the materials on the cardboard boxes. Maybe gonna tweak the seams under the tape, they're a little intense, but these are small objects so it can wait.
Redid the texture for the stone base of the fireplace, added ash spilling out beyond the pile which is helping it not look like a big random mesh jammed in there. Adding rubble and then this is done enough for right now while I work on other assets
Friday, November 8, 2013
Fireplace
Fixed all of the UVs on the fireplace (there were issues with some mirroring that created seams).
Also deleted hidden faces, optimized geometry and started on a unique texture for the base (so that the broken area will actually look broken).
Also deleted hidden faces, optimized geometry and started on a unique texture for the base (so that the broken area will actually look broken).
Tuesday, November 5, 2013
Stuff
Added torn edges and opacity to the corner of my canvas there. That corner is really all you see in my camera angle, so I wanted to break up the edge of it
I redid the UVs on my planks and light mapped them, reduced the tri count on them and made some of the edges more jaggy at the chamfer. It still isn't a huge effect, so I'm wondering if I should go back and make it really animated or if it's going to look ridiculous.
Monday, November 4, 2013
painting
Did a quick painting to replace my Mona Lisa. This won't be this well lit or heavily featured in my camera angle, so I probably won't revise the texture too much.
Sunday, November 3, 2013
Tweaks
Just a few quick tweaks. Added more breakup to my spec map on the crates, took the paint out of the normal map, added specular and opacity maps to the papers. Those maps apply to all the papers in my scene
Boxes and crates be gettin fixed
Added some normal maps for the tape, added the ribbed off edges of the cardboard, tears in the corners at the base.
Added some paint so that there were identifying marks on the box... But the normal is too extreme and also not crisp. I'm working on fixing it, but I might just change it to be spray paint rather than paint that is actually affecting surface texture. Also doing a normal bake right now so I can soften up the hard edges.
Saturday, November 2, 2013
Removed the BSP
I made a quick mesh floor, which I just repeated for my (currently carpeted) ceiling.
Anyways, as you can see, my wood planks are still not casting shadows for some reason and it is driving me batty.
Tuesday, October 29, 2013
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