Monday, 27 April 2015

Final Submission

This is my Final submission for the unit.  Overall I am happy with how it turned out!











Youtube Video of the level In motion :)

https://www.youtube.com/watch?v=bWgP6Ng4Vos&feature=youtu.be
- May need time to process



Using Symmetry I was able to quickly make more assets without having to worry about Re-unwrapping the models, as symmetry keeps the previous unwraps in relation.

Some additional pipes.  Note: the second image polycount is NOT accurate -  The cable is isolated.
Materials.


I used crazy bump for the normal  of the pipe.  The textures were composited in photo shop using various different metal types merged together with blend modes.










With the wall texture, I decided to not add a normal map. I tried it but no matter how soft the normal was, It just did not fit the scene and made everything look far older then I wanted.

Sunday, 26 April 2015

Bunch of the scene now textured. Ill put screens of the material blueprints up soon.
 I have also finally got a good idea of the lighting scheme I am going for.


Saturday, 25 April 2015






Scene at the moment. Still a lot to do but I am starting to get where I want.  Might revisit the textures If I have some time.



Finally got crazy bump working.  First mesh Textured

Wednesday, 22 April 2015

HighPoly to low poly model.  I needed to fill my scene as it felt quite empty so I have started making additional assets.





I have also decided to go slightly darker with a artstyle of the textures. Something along the lines of fallout, evil within or deadspace.


Monday, 20 April 2015



Finished The overal lighting of the scene. I have added a few partical effects which worked fairly well overall.  I have also brought in the floor texture (all normals) and now that all the base models/normals are done (to be uploaded soon) I will start working on the textures themselves.

Friday, 17 April 2015


I have put an alphamap/glass texture on a portion to create a window. this will be the focal area of the room so having a window here makes sense.

Wednesday, 25 March 2015


Fixing some texture/uvwmap problems



All the other wall pieces where uvw'd with a flat plane map.

Sunday, 1 March 2015


I have worked on a few modular pieces. they are all setup to match the grid in max/unreal perfectly and all intersect without seems or additional errors.

Monday, 26 January 2015

Revision of floor model.

I decided to go back and create a slightly more complicated modular floor model. The total polycount not including the grating is about 2400 polygons. I intend to render out the grating itself and should manage to fit the texture onto a selection of planes that total around 20-25 polygons.