Tuesday, 29 March 2011

WIP Magic Rabbit prof of concept


 Here is the first environment proof of concept I have created using ink and paint in 3D Studio max then comped in Photoshop. The background is for Qian Qian Liu's and my short animated film we are creating in our spare time. The characters will be 2D Flash animated and then comped on top I will post more updates ASAP.

Thursday, 3 March 2011

Splash damage art test WIP

To keep up my skills I have started the Splash damage Environment art test I will post my progress as I progress in this post. The test can be found at the link below...
http://www.splashdamage.com/envarttest

Tweaking and Hires complete 3D Studio Max render..


Blocking done starting the details also a couple of proportion changes needs fatening hah.....


Original concept by Splash Damage

Wednesday, 9 February 2011

Modular building

 Just a quick project following a tutorial from http://www.3dmotive.com/ good fun and worth a look for creating your background scene objects will update again as I progress.


All textures and materials in now.. I had a play with the lighting based from the blue bounce light from the floor giving a more scifi look variation.


Ok textures pretty much done there are a few tweeks needeed like under the arches but then time to create all the materials spec normal etc and after that lighting :)


Texture sheets 2x2048

Specular based off diffuse


A BW map used to generate a more crisp punchy Normal map


Normal map

One thing of note things that are rotated on the texture sheet will need to separated then rotated to their correct position and generated separately created in Shadermap Pro http://shadermap.com/ (Acheaper crazybump:)) separately and then recombined later. 


Diffuse map



Max Modular exampl building piece this is comprissed of many smaller sections.



Reference
Image taken from the great texture site http://www.cgtextures.com/index.php




Tuesday, 11 January 2011

Plants and foliage for the Warhammer Warpub scene.

I first created my grass texture a mud texture and a merge texture grass to mud UDK is great at blending textures but wanted an edging texture which I could lay pebbles etc on later. I then creted a grass blade texture and object to be used as a foliage layer allowing me to paint on the grass where needed.





 I also added a sky dome using a panoramic photo from http://www.cgtextures.com/index.php edited in photoshop and mapped to a hemisphere. This uses emisive lighting to give a nice starting point to the lighting. I also added fog to get the mood of the scene taking a break from modelling and keeping things interesting.

I also had some problems with shadows on the grass but lighting it independently of the scene and turning shadows off sorted it ..
 


 When creating the trees I started with speedtree to see the kind of results I could achieve. It was very fast and convenient but slowed my machine it had nice animations but also couldn't control the blending of texture at base of trunk as trunk texture was tiled looked pretty good though.




 Using what I learned from Speed tree I constructed my own fantasy tree from some warhammer Fantasy reference first creating the trunk, mushrooms and surface detail and then unwrapped.

Then I created a separate cross plane object for the small branches and applied an alpha texture which was on a separate smaller 512 texture sheet.


Next I tested in unreal to see the scale and how the textures were working..


After getting the grass in I decided to add more dacal objects first a kind of Hero Decal object with the Toadstool. These were created in a small group as they seemed to grow like this and seemed to make sense the size and rotation could be varied for each object in UDK.
Then to add some colour and variationn I added flowers and changed the Alpha on one of the grass objects. this was a quick fix but added a lot of detail making the scene more natural. I think adding a slight transparancy to the end of the grass material may soften it further. Also I think bushes and brambles need to be added to give the ground a more wild feel and give more variation to the ground.