Saturday, 17 December 2011

Cardboard box, particle effects and other stuff!

Hey Guys,

It's been a while since I've posted anything up here but I've got a few things to update the blog with now!

I've just spent the past 3 - 4 hours making a cardboard box for my honors level and am pretty pleased with how its turned out:

I'm really pleased with it mainly because I can feel my texturing ability getting better. Admitily it's only a cardboard box - but I'm very pleased with the outcome of the handpainted texture. In game it does look very realistic; and the box itself can be turned around to give the sensation of variety as minor details and wearing is different on all four sides.

In itself my honors project is going reasonably well. I'm currently working on it and filling part of it up to submit to blitz in January, and hope that by the mid/end of January I'll have the street section completely finished. I realize though that If I'm not as far along as I'd like to be in January (around the 16th when we have our first pin up) I'll have to have a think about the project as a whole and cut down some parts of it. Luckly because of the level design I could do this fairly easily, however I really dont want to have to cut anything from the level!

I've currently also been getting a lot more interested in learning about shaders and particles. Fortunatly UDK has the node system that is easy to use; however I'm finding it hard figuring out what some of the different variables and functions do!

The other day I made this custom fire particle effect in UDK. It took me quite a while to make, but was a good project because I learn't a lot about the particle system in the process. Overall it was pretty fun to do, and although I didn't initally like the effect I had generated; when I added it to the scene and showed it to the people in my class I think its better now. Of course its not perfect and I wouldn't say its anywhere near a professional standard - but for an hours work and my first particle effect I think it's pretty good.

So that rounds up this post. Theres a lot of work for me to do over the christmas holidays, with Honors project and others from university, but hopefully by the time january comes around I'll have some really good work to show for it!

Sunday, 4 December 2011

Weekend Project - Builders Lamp

Over the weekend I wanted to practice some more High poly to Low poly modeling and thought a builders lamp would be quite an interesting thing to model.

I used the following reference image for the model:

And here's the final piece:
I'm happy with how it's turned out, and it's been great practice for making high poly meshes - even though this one isn't really the complex! The mesh really benefits from having the high poly bake though, as it smooths the bars even more, the lamp and has added some amazing details to the bolts.

Although I've done this purely as a personal project, I may be able to fit it into my Honors project for university.

The Diffuse texture is 1024. Normal and Specular being 512 and an Emissive at 256. I handpainted the diffuse texture as I don't really like just plastering photos on everything.