Saturday, July 28, 2012

2d and 3d

 Okay, take two trying to use this Blogger interface...
(older sketches can be viewed here

Daily Sketch Group- Cow metamorphosing into alien

Illustration Friday- "Carry" (sadly I found out about this too late and didn't make it in time)

scp008-"Zombie Plague"
containment for plague samples
concepts for the SCP game/mod project

scp009- "Red Ice"
containment for a material that can turn any water into itself

scp010- "Collars of Control"
slave collars
trying to get more colors in it.
(Oh boy, do I need to learn to vary my camera angles or what)

scp011- "Sentient Civil War Memorial Statue"
dislikes being pooped on 
Gotta work on those perspective problems....

SCP Reception Desk
Unreal Development Kit model
(for some reason the header does not cast a baked shadow, only the monitors do.)

SCP Hall Door
The only way to get a proper shadow (the door frosting with the logo cut out) with an animated object seems to be to make it a masked material....

SCP door concepts
My door ref folder has 421 files in it currently

SCP conference room door
I succeeded in scripting the door with gate nodes to swing both ways, so that depending on which side the player activated the door from, it would always swing away. Then I found out that the prefab system didn't like the trigger volumes I set up to detect which side of the doors the player was at. Oh well, I'm still brand new to all this, so I'm grateful for at least a graphical interface for the scripting.
Also, there is a slab of geometry inside of the door that has a translucent material with distortion in order to get that refracting aspect to the glass, but time will tell as to whether this is too expensive or not. The final for a single door is 264 tris and 328 verts, though.

The doors are set up to be able to become frosted when activating, ala smartglass. I could not get UDK to cast shadows from animating objects using translucent materials, so I ended up using a masked material with a noise texture with a multiply parameter and a rotate node to make a noisy frosting that dissolved into the glass. Seems similar to the other dissolving-material solutions that I've seen, including the one from Doom 3. I don't know if I could have made it to use opacity to both subtly fade in the frosting as well as the shadow on an animating object, so I went with this. Again, I'm brand new to udk and barely understand a shading network, much less what udk likes or doesn't like...for example, the most recent version of udk doesn't like to cast dynamic shadows from a masked material (unless it is animating, I guess), although this is supposed to be fixed in the next release.