Monday, November 26, 2012

Random UDK prop stuff and blathering

All I have is some 3d stuff. I wish I knew whether I'm just really slow/inefficient or that 3d props just take a long long time to make.

Conference Phone, based off of a Polycom soundstation ip6000/W2
First time in a long while I've modeled a complete high-poly. Learned a lot. About booleans. MAYA BOOLEANS. (and then I discovered boolpro, which hopefully will be more reliable)
This prop is overdoing it by a lot but I thought I needed to get practice at making some higher definition props. Can reduce and re-bake if necessary, maybe discard the specular texture and shrink the other textures.
I hope to texture the high-poly someday, but I'm going to have to learn about maya's hypershade beforehand. I guess I'd apply details with projection cameras.

(It was kinda nice not having to use the nvidia photoshop plugin to render normal map detail)

More props. That transparent exit sign is kinda nice.

These next few are still in Maya. 

Various cleaning propys.
Usually a graphic designer does the in-joke packaging labels but I guess it's on me, now.
The bucket was my first time using floating geometry to bake holes using xnormal. I have got to get over this fascination with normal maps already. Even though they are so much cooler and shinier than bump maps...
I'm still a little torn about how to balance vert count. Like I hear that modern graphics cards/engines can handle millions of verts and you shouldn't worry about doing things like beveling hard edges, but some of the more recent games I've looked at were optimized for consoles (Rage) and the vert counts are pretty darn low.
I guess, as always, "it depends."

(I'm pretty sure this would not pass if it were for a commercial game instead of a free mod)

(Hmm...yeah, I think I overdid it. 7000 tris is something you'd reserve for an npc.)

I think I'm still having problems with prioritization. Certainly I wasted a lot of time trying to find good photos to use for the graphics when the final will be a tiny blurry texture on an unimportant prop, but I don't know how I could have modeled the mop wringer on the bucket without researching how the lever is hooked up to the squeezing doohickey whatchamacallit. I'm probably going to have to keep an eye out for that in the games I check out, how much the artists fact check and how much they make up, and probably try to match that.

I still don't see many wired keyboards/mice/monitors/desktops in games these days. Too much PhysX I guess. (it was nice being able to yank a television's power cord out of the wall in Half Life 2, though : )

Still trying to figure out how much of my life I want to give over to 3d. It seems to fit me better, but I'm behind in so many areas. 

Friday, November 23, 2012

Illustration Friday- "Zoom"

Blegh.
Wish I'd made the field glasses much bigger...

Friday, November 16, 2012

Illustration Friday- "Tree"

(We're going to need a bigger SportKa.)

Friday, November 9, 2012

Illustration Friday - "Shy"

Illustration Friday - "Shy"

(I'm not even assuming these are any good, but I need the mileage.)
(I like pigeons)

Monday, November 5, 2012

KPF Env HW

Stupid Photoshop tricks- if you use a lot of layer masks, it can become tedious having to move the mouse over to toggle the mask on or off, but there's a keyboard shortcut for that. Ctrl+\ toggles the mask on. Ctrl+2 toggles the mask off. Ctrl+3 4 5 6 selects the individual color channels, Ctrl+2 goes back to all channels.

This was homework to design a new Kung Fu Panda environment, and I chose to stick it on the side of a mountain like the Hanging Monastery in China. Still not quite sure what I'm doing with the photo-texture comp-ins. 

Illustration Friday- Water/Sky
I need to start these things earlier, but they often end up at the bottom of my to-do list.
Halftone was done in Photoshop.

UDK- bathroom stuff
Modular bathroom stalls. Eventually there will be prefab chunks with the stall and everything in it. They seem a little wide and not long enough, but these were the dimensions given to me.
Oh, that reminds me, I need to make some graffiti decals...

UDK- toilet
Kind of a complex compound shape. I wonder if I should have made the bowl in Mudbox or something. I know you can make hard-surface stuff in sculpting programs but I dunno.
It doesn't flush yet. I think I'm going to have to learn how to make effects before I can do that.

I found out that including the alpha channel in a UDK texture costs the same space as a whole 'nother texture. Boo. So much for that. I guess if your extra texture was going to be greyscale anyway, you might as well put it there...

Friday, November 2, 2012

Illustration Friday- Haunt

Illustration Friday- Haunt
I hope to finish this in watercolors someday...