Monday 24 December 2012

Handheld

Well as it was a module to make a scene for a handheld device I had to test it out.. so with a bit of help I got it running pretty smoothly on my iPhone, which is great! Did a little mock-up presentation piece as well for the sake of it.

Sunday 23 December 2012

Throne Room: Christmas Update

I started a thread over at Polycount while I continued to try and fix up my Throne Room scene and got some really great feedback!

I've changed an awful lot as the destroyed bricks and tiles along with the huge amount of emissive lighting was making the scene far too busy. Most of the textures have been reworked and the emissive textures have been turned off in most cases bringing a lot more focus to key objects like the throne. I'm much happier with how the scene stands now.. one to prepare for the 'folio.




Friday 14 December 2012

Environment #2: DONE!

Well the deadline is in a few hours so I'm going to have to call this one done and get some sleep.. I'm pretty happy with it turned out but I don't think it's as strong as my Egyptian Ruins piece. I'm going to come back to this one over Christmas and polish it up some more.



Wednesday 12 December 2012

.. and some more ..

Finished texturing all of the assets for the Throne Room scene, everything's in engine I just need to start doing some shader, lighting and post-process work.. easy, right?


Tuesday 11 December 2012

More Assets

I've been doing about an asset a day so far, depending on their size or importance, from unwrapping to doing the Diffuse, Normals and Speculars.. here's a couple of the most recent ones, I think they're a bit noisy in areas so I'll try to fix that with a second texture pass.



Tuesday 4 December 2012

Vaulted Ceiling

Working on the vaulted ceiling.. think I'm gonna have to work on the saturation of the wall brick tile texture and the floor tiling texture as I think they may be a bit too yellow/orange in areas.. Although I'll make final calls once everything is in-engine together.

Floor Tiles

Updated the destroyed version of the floor tiles for the scene, the idea will be to mix these, or mesh paint (hence the extra triangles), in with the non-destroyed versions to give some variation.