Monday, 28 May 2012
Thursday, 24 May 2012
Trailer & Final level for Viva
I've been up to my eyeballs with work and yesterday I did my final Viva. The year is over. Woopee!
The updates are rather bad this month. I think it is really due to the fact there's nothing impressive to show anymore. However here is a trailer for the game along with screenshots of the level.
The updates are rather bad this month. I think it is really due to the fact there's nothing impressive to show anymore. However here is a trailer for the game along with screenshots of the level.
Outdoor area (newly constructed) |
Bedroom |
Hallway, with new particles going on! |
Gate with more locks! |
One of two grey keys to open the lock above |
The final key to open the above |
A key idea that never got made :( |
Thursday, 17 May 2012
Tuesday, 8 May 2012
Vase x2
These Vases were rendered using a software called Marmoset, it's super awesome for rendering game props, I must recommend anyone needing this stuff for portfolio to use it!!
I think I may have a second texture for this pair, just ot mix it up a bit.
I think I may have a second texture for this pair, just ot mix it up a bit.
Monday, 7 May 2012
Sunday, 6 May 2012
Emerald Round table
Took a day to model/texture this. It's odd that Maya's transparency map is the inverse of what you would use in UDK's material editor. Another annoyance I'm trying to overcome is rendering the normals with the diffuse in Maya, at least you can see how it looks in the UDK screenshots.
There is a random hard edge problem I get when I import from Maya to UDK, and it always happens, even though I tick the option 'Smoothing Groups' in the FBX exporter, and tick 'Import Tangents' when importing it to UDK.
There is a random hard edge problem I get when I import from Maya to UDK, and it always happens, even though I tick the option 'Smoothing Groups' in the FBX exporter, and tick 'Import Tangents' when importing it to UDK.
Problem solved when you don't use the 'Triangulate' option in the FBX exporter- it's weird, but I guess the only way to avoid random hard edges is to triangulate your model before exporting.
Friday, 4 May 2012
Tuesday, 1 May 2012
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