Thursday, April 28, 2011

week4

gonna add more grunge around the spots.

JSiu Update

I've been working on all 3 scenes and realized that it would just be easier if I just post a broader overview.

Here's an updated shot of the scenes that will be in my grad reel.

Viewing Order:
1. NYC Subway
2. Church Scene (Low Poly)
3. Kraken

-NYC Subway Scene: I overhauled almost all the UV's on each mesh. I added in additional edges to areas where the lines were too sharp. I created tile-able textures for the walls and floors, added grime maps under objects. I still need to add in an overall grunge (scuffs on the floor) map for the floor. I have a few ambient trash objects that I will populate in the scene. I plan to light this in UDK.





-Low Poly Church Scene (Pardon the checkered texture, I'm in the process of unwrapping the meshes before I sculpt them in Z-brush). Ideally I will add in some grass, dirt, and populate the graves when they are finished. I will create my turntable and lighting in Marmoset.



-Kraken: I've updated my Kraken and Kraken scene with a more accurate Humboldt Squid. I have two ships that I need to break up a bit in the scene. The squid is still in a neutral position. I need to rig it so I can control the arms and have it wrap around the hull of the larger ship and smaller ship. The fishes and rocks still need sculpting and I still need to add in more coral.

removing the HUD in detail


Here is a tutorial I made for you guys importing into UDK and wanting the HUD removed

Wednesday, April 27, 2011

Marmoset Alpha Rendering


So I was having issues previously with Marmoset rendering out Alpha maps (the alpha map would mask off the transparent parts correctly, but the shadow would show up solid as the shape of the entire poly plane instead of showing the shadow of the alpha map). Turns out that it works just fine but you have to have Alpha Testing enabled and Alpha-To-Coverage turned up to get soft edges on your alpha shadows (which also requires a higher res alpha map to prevent fuzziness or jaggies on the edges). Honestly I don't know why it wasn't doing this before/why there was a problem with it before.

Regardless, that's great because it means alpha plants are entirely possible in Marmoset then. (You'd be surprised how hard it was to find any Marmoset renders that had alphas with shadows shown.)

Contour rendering





In my e-mail I gave you guys a link for contour rendering but just in case here are some visual tutorials I made to help out with some more details on quality control

JSiu Update



Here's a quick update of the low poly church that will take the place of the Coney Island scene. I still need to add in the rest of the models and make adjustments to some of the textures. I'm beginning to build in the fence that will go around the perimeter of the church.

I'm trying to post more iteratively, so I'll have another updated post showing my progress later today.


The seam on the head is still from the normal and I'm trying to figure out how to get rid of it. I have the dude in UDK, setup to turn and what not. Here's a screen cap.

I added little magic floaty shit. I'm about to start sculpting on that alien.

Monday, April 25, 2011

Adam - Wk 3 Update

Update: Tree is pretty much finished and the base is looking a lot better with the higher res sculpt. The tombstone is already done, so now it's on to incidental scene decorations like rocks and grass I suppose. Suggestions for random scene decorations? (I'm going for a forgotten grave in a desert area, like a gold rush boomtown that got deserted).



Working on texturing/sculpting objects at this point. The tent cloth is coming along well but I still need to sculpt in the stiches and paint some of the parts a different color for the other pieces of material on it. For the tombstone scene I finished the retopo on the tree and I'm doing scene object placement and texturing now. The base was giving me some issues from a combination of odd geo/uv issues and I think the texture wasn't a high enough resolution so I may have to go back and repaint the texture on that. It was just fighting with me a lot more than it should have been for some reason.

JSiu Update




Update on my NYC Subway scene. I added in a few more edges on some of the meshes (subway car, benches, and pillar). I redid the majority of the UV's, color, spec, and normal maps. I added some grime alphas below the MTA Reader's, MTA Dispensers, Turnstiles, Benches and the Pillars. I will update with images of the Overall grime for the floor and tunnel/wall. After that's done I will need to speak with you (Sean) about lighting the scene. New lights don't show up in scene, and I've looked through the Light Linking Editor to no avail. : ( Once I have the lights locked down, I'll render this out and cross it off my list (after rolling in edits via feedback).

Cooley wk3

couldn't work most this week because I was out of town... But the huntress has a pet wolf now. I know at the start of the quarter, one of the problems is that i didn't have a quadruped, so I kinda decided to make this on the fly. I think it completes the character though. I'll start unwrapping as soon as I get the go ahead on these two.

Photobucket

Photobucket

week 3

just gotta bake out a normal map now, and try work more on the head.

??????/

Why Some of you aren't posting this week I don't know but your are lagging!!!!!!!.....NOT GOOD!!!!!!!!!!!!!!!!!!

Saturday, April 23, 2011

Air Hockey Update

I've made some modifications to the air hockey game, mainly dealing with the menu system. The single player and two player are now toggled in the menu, as is the camera type. I've also added more supported resolutions including: 640x480, 1024x768, 1280x1024, 1280x720, 1920x1080.


Friday, April 22, 2011




Pretty much done. I need to fix a few seems and soften up the pose in areas where there is pinching. Color, Spec and Normal are done.


Tuesday, April 19, 2011

     So I've been working on getting this asshole finished up. I finished his modeling, minus the geo I took away from the hair. I left a corner of the map for hair alpha. The tri count for Jet is just over 2800 without hair. The map Im using is a 1024, the image here is half of that though.

     Here are the UVs for jet. You can see the corner where the hair was. The long 3-faced object is for another alpha for the reed that Jet has a habit of chewing on. These are packed pretty tight, but looking at it now I wish the face was a bit bigger. Anyway I'll either rearrange the head UVs and pack them into that corner again with more face-space, or I will chug along and finish this bad-mammajamma.

Nathalie Update Stuff


Here is the rough cut I have for the Demo Reel thus far. I will be doing more After Effects stuff to it in class, such as adding in titles and transitions.

First part depicts some footage of Gameplay from Dungeon Siege 3. I will be adding my own game captured footage when the game comes out, so for now all rights to IGN for capturing the footage I am using and Square Enix for IP, at my internship at Obsidian I managed their Play tests then compiled the data I found from players and formatted it all into an easy to read .doc with excel graphs for the DS3 team

Second Part (00:41) is my prototype project Twisted Tales. I did all the scheduling and tasking. All artwork, programming, etc. was made by the Clock Punchers Team.

Third Part is Pogo (1:09) a simple cute Unity top down shooter. I did scheduling, tasking, some art work and a little scripting.

Last but not least Headcase (1:40)! I was an assistant producer I was in charge of the animation group, maintained excel spread sheets and the Microsoft Project file.

Music is by Marko Fürstenberg
Song called Silent Stream
The song is free to use as long as I give him credit I guess, I didn't download it illegally but it was offered from the artist on his website as free to use.

I haven't added the Headcase footage but I just got a cool idea I would like to do in After Effects. It might be a lot of work for me since my After Effects knowledge is limited but we'll see what happens. I haven't added any titles yet but I did cut the footage in leu of this, thus I think if anything the order will change most likely. I also need to add transitions so my cuts aren't so abrupt and jarring, I also need to look up the type face I used for my business cards so it is consistent.

Monday, April 18, 2011

week 2

lessened the spots, and added more colors again.

week 2


so started to sculpt/texture and all that. still working on it though. his capes are being textured separately, and so is the belt.

Street Scene update



Kinda running behind on my original schedule for the week, but have been working on my street scene this week and unfortunately had to redo some UV's and make some fixes from the original scene, so I'm not really as far as I thought I was going to be. I stripped the lighting out of the scene because my render times were getting too long.

Cooley wk2 pt2

So I pretty much completely redid the design for the assassin girl. Her silhouette just wasn't very appealing to me at all, so i scrapped the costume and concept. Made her a bit more present day, and now she's more of a Huntress than an Assassin. Also changed the tri limit from 3k to 10k (at 9997 at the moment), and I decided to use normal mapping.
Haven't been able to work on anything because of my new PC not having programs yet and moving. I did some follow up emails with Riot. I just got maya and CS5 installed so I'll do some stuff tonight.

Sunday, April 17, 2011

jack week2

So this week I finished my Gears of War PC MP level MP-Station. I created two version for this level the first being the standard MP level that can be played online and the second version is a bot version that simulates a 5v5 warzone match. The second thing I started work on is another MP level for Gears that implements Epics LD approach from Gears 2 which is small levels that put you into the fight almost instantly after spawn. Since this is a much smaller level in scope than MP-Station I have gotten alot of head way on the level in a short amount of time roughly 2 hours of work so far and I am starting to get into deco meshing already. Thirdly I have started work on my SP level that will hopefully be testable in class on Tuesday but with the release of Portal 2 in 39 hours from the time of this post and most likely that timer will get shorter very soon and playable SP level this week might not happen.

Final Screenshots for MP-Station:







Screenshots for MP-Highway:







Cooley wk2

Ok, so unwrapped the goblin and seen and threw some base colors + checker pattern on it. Would like some critique on UVs before i start painting.

A lot of the empty space on the goblin's UVs, im saving for his weapon, which I have been considering redoing. both of these have default lighting, forgot to take it off for screen grab.

In the bottom left of the scene UVs, im saving that space for vines and leaves. First shot is no lights, 2nd is default lights.

Saturday, April 16, 2011

MurderBall Update

I've fixed the character select menu and how the player classes are spawned. I've updated the pause/character select menu to show a message indicating the class change won't take effect until next spawn. Currently the player will be spawned a random class for the first spawn and from then on in order to change the class the player will be required to use the menu to change classes.

I also recorded a ton game-play footage from a play test I set up last Thursday night and will be going through the footage for my reel this weekend.

I've also made a lot of progress on my personal website and should be published later today.

Friday, April 15, 2011

Project Seacliff










































Got the lighthouse light all synced and rotating perfectly, just made another Mover mesh and animated it with the cone. Populated the roof with the modular pipes, decals, puddles, and particles. Made an additional decal for simple grunge stains on static meshes for asylum and courtyard. Tweaked UDK's existing particle system for falling leaves to create a new one (with new leaf texture) that looks like the leaves are blowing with the wind instead of just floating down.

Also, did the terrain, materials, and repopulating it with speedtree actors across several deco layers. Had a bitch of a time getting the three materials I wanted working on the terrain. Had the cliff rock and the grass working, but the when making the material for the dirt road the terrain would go multicolored once the normal nodes were applied. Read through the documentation and understood that I had too many texture samples going on for the terrain. I have a lot going on in those material networks, so they look badass with practically no visible seams.

The documentation lists a total of 16 texture samples on Shader Model 3.0, but doesn't list any info for the capabilites of DirectX 11 Shader Model 4.0 that I'm currently utilizing. So after some playing around I got it working and deduced that SM 4.0 can handle roughly 22 texture samples on terrain. Got my networks down to that number by placing my grunge masks inside the alpha channel of the texture samples instead of having the grunge masks on a separate texture sample set where each channel (ARGB) has its own mask.

Just need to finish up a few remaining assets, stairs and whatnot. Easy money. However, still having that weird lighting issue on the top trim of the asylum architecture. This latest lightmass build was only at Medium, so maybe Production will fare differently. Production build times are getting up there though...


I'll be making the same modifications to Shantytown MP map on the terrain, so I can put in the road system for that as well. Finish a few remaining assets on that (power lines, cabling, etc.) and its done.

As for the Cereal Killers senior project thats going in my port, we're fixing some issues with the collision data on ACT 1 (ACT 1 is what I'll be showing in the reel). Should have it fixed and showable come Monday.

Peace.

POST POST POST!!!!!

YOU GUYS NEED TO POST!!!!

Thursday, April 14, 2011



please dont say anything about my UVs, I'm self conscious. Dude is 90% done. Staff 60%. Idol 50%. Might give him some type of head dress there is also a Loin Cloth that is 0% done on him now.