Tuesday, May 10, 2011
Monday, May 9, 2011
Sean I figured out the seam problem. 3ds Max has a different swizzle coordinate than most realtime renders (UDK/Marmoset/Viewport etc) and because my UV shell was flipped AND it was baked in max it was causing issues HOWEVER. I decided to try and bake a map out of 3Dcoat and have now decided I will bake all maps in 3Dcoat, not only does it recognize shells that do not "face up" it has a proper swizzle setting for realtime renders. It baked a flawless normal at 2048 in less than a minute and had 0 seams, even on my shells that were flipped strange directions.
I also figured out a workflow for capturing smooth footage out of marmoset at HD.
1920x1080 resolution on your monitor.
Use Camtasia to record my screen -> Uncompressed Footage -> 30 FPS -> Save as .AVI.
Drop into Premiere and edit from their. No compression, no stuttering.
I was having trouble using their in engine footage capture, it was stuttering at 1902x1080 even with my badass computer but it doesnt stutter when I just do a turn so I just decided to use camtasia, after some tweaks this seems to work well for me. Granted I need Harddrive space because my footage is like.. 96GBs a video.
JSiu Update
Another update- Finally have some test footage for the subway scene to work. *PURELY a TEST RUN*

Here's a quick update, I've taken in the feedback from our first round critique and making adjustments. I've finished importing all my items into UDK for the Subway scene along with setting up material and textures and created emissive lighting for sections in the scene. I am in the process of placing in the grime textures appropriately and I've taken out the HUD so I can recapture footage of a walk-through with out it appearing on screen.

Here's a quick update, I've taken in the feedback from our first round critique and making adjustments. I've finished importing all my items into UDK for the Subway scene along with setting up material and textures and created emissive lighting for sections in the scene. I am in the process of placing in the grime textures appropriately and I've taken out the HUD so I can recapture footage of a walk-through with out it appearing on screen.
Update 5/9
Finished texturing the head of my hero character, and added a crease seam down the middle of the sandking. Gotta tweek the normal maps on both.
Sunday, May 8, 2011
Update
Over the last week, I've taken the advice from the review and worked it into my demo reel. Some quick changes I've made already is reversing the order of my projects and re-recording the boarder spawner footage from Yeti Plower.
Some bigger updates I've made over the last week are to the Android project. I've made some tweaks to the engine and made the demo look better overall. I've also made a completely fresh record of the engine showing off the tweaks. Along with the new video I've improved the way I present the features of the engine, with the focus of showing off the engine is built completely from scratch using Java to interface with the system and the majority of the work offloaded to C/C++.
Saturday, May 7, 2011
Progress
Just wanted to post that I'm continuing work with making some visual tweaks across all three pieces in my portfolio based on the crits. Reading up on cloth simulation and stuff in UDK, try and get some blowing clothelines or something into Shantytown, and break up the monochromatic look a bit.
Got the coders to finally get their shit together on Cereal Killers. Making progress and should have some gameplay footage to go with environment art from ACT3 of the level. All of that should be cherry for the next demo reel review in Week 07.
Seacliff just still needs some tweaks with lighting and play around with the vegetation a bit more.
Other than that just breaking down the segments of what I have on the reel so far. Making cuts, adding time where needed, changing camera angles and such.
Peace.
Thursday, May 5, 2011

Heres some more texture progress on the demon I'm making. I fixed up a lot of the texture and added more highlights/shadows.
I have to work on cleaning up the normal map and fixing its seams now. I'm not sure if he needs a prop/item in his hand, I think he could use one BUT I don't know what to give him.
over and out.
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