Sunday, July 31, 2011
Ludus WIP - Quick Renders
I wanted to see how much sunlight would actually make it into the interior portions (mainly to ensure that there were no gaps between my walls/ floors/ ceilings.) Should look pretty cool in UDK when properly lit (hopefully!)
Friday, July 29, 2011
Pediment Base
What the f*&k is a Pediment?! Pediment - The triangular upper part of the front of a building in classical style, typically surmounting a portico of columns.
Thursday, July 28, 2011
Wednesday, July 27, 2011
Thursday, July 21, 2011
Ludus WIP Update
Week 1, I created a proxy model for my team members in order to provide a sense of scale. Week 2 I began asset modeling. Nothing fancy here, just a girdle and some gauntlets for our weapons storage room. I also created diffuse, specular, and normal maps at 1024 resolution.
Wednesday, July 20, 2011
Tribal Scene WIP
I'm having a blast working on this particular scene. It has proved to be an interesting challenge thus far. I've made it a point to go out of my way to ensure that my models are not geometrically perfect (as in modern structures.)
So far I have completed 3 tileable ground planes (Diffuse, NM and SM @ 512x512 res), a few background cards, and a finished "Hut Base" (also with Diffuse, NM, and SM @ 1024x1024 res.)
Lighting is temporary (Physical sun and sky.)
So far I have completed 3 tileable ground planes (Diffuse, NM and SM @ 512x512 res), a few background cards, and a finished "Hut Base" (also with Diffuse, NM, and SM @ 1024x1024 res.)
Lighting is temporary (Physical sun and sky.)
Friday, July 15, 2011
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