Using the staircase id previously modelled i reformed it into a walkway for in the main room, and re-textured it with a cleaner looking texture. To create the feel that some kind of struggle/fight broke out the bottom few steps are covered in blodd spatter and im going to create a custom texture for blood spill on the floor underneath. Again its not entirely textured, ive been getting sidetracked very easily what with modelling other assets sketching some of the ideas down and playing halo online. This week im going to try be more strict with my time and try complete one of the assets completely.
01/12/2009
Asset Generation.
This week we were given the task to research and design a generator to include in the environment with a 1500 poly limit. I was a little over the on the poly count, but i felt that reducing itany further would remove too much detail leaving the asset all the more box-ish. I havent fully finished texturing the engine block, and im not entirely sure where im going to go with it but it may be a case of starting it and seeing how it turns out.
Using the staircase id previously modelled i reformed it into a walkway for in the main room, and re-textured it with a cleaner looking texture. To create the feel that some kind of struggle/fight broke out the bottom few steps are covered in blodd spatter and im going to create a custom texture for blood spill on the floor underneath. Again its not entirely textured, ive been getting sidetracked very easily what with modelling other assets sketching some of the ideas down and playing halo online. This week im going to try be more strict with my time and try complete one of the assets completely.
In one of the corridors to break up the monotomy i blocked in a hole that leads to the corridor below. I thought this would be a nice touch as it would increase the number of routes around, add more depth and character to the area. I modelled a blast out hole with broken pipe and a split cable, hopefully i will be able to add a spark emitter. Possibly a drip from the broken pipe with a puddle underneath but ill have to do some reading and see if i can find a way to achieve this.. Unwrapping and texturing may be tricky as its quite a complex shape, but its nothing a spot of time and elbow grease wont solve. Also im unsure about the rubbly/rough effect ive done and may have to have a re-think, as im not certain it will look at all how i want when textured and im trying to prevent myself wasting any more time.
Using the staircase id previously modelled i reformed it into a walkway for in the main room, and re-textured it with a cleaner looking texture. To create the feel that some kind of struggle/fight broke out the bottom few steps are covered in blodd spatter and im going to create a custom texture for blood spill on the floor underneath. Again its not entirely textured, ive been getting sidetracked very easily what with modelling other assets sketching some of the ideas down and playing halo online. This week im going to try be more strict with my time and try complete one of the assets completely.
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