Specular and Normals coming soon.
Sunday, January 22, 2012
Saturday, January 21, 2012
Subway Car Texture Options
Which do you guys like the best? This is an exterior diffuse. I have not applied the NM on these images, nor have I created a Spec Map.
Option1
Option2
Option3 (original)
Sunday, January 15, 2012
Prototyping Texture Work
This model belongs to Warren "JJ" MacDonald. I UV'd and textured it for our upcoming UDK based FPS for Prototyping.
Wednesday, November 16, 2011
Prototyping - Messing in UDK
So far this is what the level looks like in God mode.
Starting area, this is the room that will contain Jamie's incubation tube in the center.
Transitioning from a clean, steril/ scientific area to the maintinence tunnels. This small room (in white) is kind of like a decontamination chamber.
The corridor lit in UDK.
Tuesday, November 8, 2011
Saturday, November 5, 2011
Sunday, October 30, 2011
Prototyping - Modular Floor Piece
I sat down with some new tutorials over at 3dmotive.com. What an amazing site. $22 per month and well worth it, in my opinion. I really need to improve my texturing before I graduate so I tried a new workflow. The advice and techniques I learned from this site in a mere 2 hours blew my mind.
I learned a few extremely handy techniques when modeling, in preparation for texturing. I learned a TON of Photoshop techniques. I learned a lot about UDK. The prep work takes some extra time to set up, but once it's set up, you have ULTIMATE control over your texturing. Changing almost anything in your photoshop document can be done in a matter of seconds through selection masks, opacity masks, and level adjustments.
Here are the results (imported into UDK.)
I learned a few extremely handy techniques when modeling, in preparation for texturing. I learned a TON of Photoshop techniques. I learned a lot about UDK. The prep work takes some extra time to set up, but once it's set up, you have ULTIMATE control over your texturing. Changing almost anything in your photoshop document can be done in a matter of seconds through selection masks, opacity masks, and level adjustments.
Here are the results (imported into UDK.)
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