Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

04 July 2011

Tower Crane

Here's a Tower Crane - one of my latest tasks for the mod we're working on. I made the whole thing walkabout which even includes Ladder volumes. As the mod we're working on is a racing game this will never get used to it's fullest.. 

Poly count and texture sheet (only displayed the Diffuse but it also has a Normal and Specular map)

 In-game shot of the tower in it's full glory!


Base of the tower

 
 On top of the tower

14 June 2011

Overdue update..

Here's a few screenshots of some assets I've been making for an indie studio.

Ambient occlusion looks horrible on these screens - probably something to do with the graphics card.

I'll make these renders more presentable (with texture sheets and stats) when I have some free time.


Wooden fence


Crash barrier (modular)


Guard house


Fire Escape (modular)


Satelitte


Razor Wire


Spike Strip


25 February 2011

Rooftop environment - teaser

I have been quite busy lately as I have recently joined an indie team. This right now has most of my time but I am still working on my own projects every so often.

This is an art test from Blitz - I would like to give this more attention but it's a pretty big scale of a project so progress is slow.

Reference:



Maya:



UDK:

10 February 2011

Brougham Carriage - finished...

Okay so here is my finished (I say finished...) Brougham carriage! There's a few things I would like to work on but I don't want to spend too much time on each asset as I wouldn't be moving forward. I will definitely come back to this piece when I start a Medieval environment :D

Here's the carriage in the UDK mesh editor view.


Wireframe


UDK Material - I added a candle light effect for the lanterns of the carriage which you can see in the material diagram below.


And here's the 1024x1024 textures used. From left to right, Normal, Diffuse and Specular map.

01 February 2011

Skateboard

This was a piece I completed during my education at Escape Studios. We had to create a high poly asset of our choosing and complete it in Maya within 2 weeks.

I decided to create my skateboard - the graffiti and grip tape were sourced from my actual skateboard and the other textures were created in Photoshop. 






Blitz art test - Rubbish

This was an art test originally from Blitz. This was given to us at Escape Studios to complete in a day. We had to create rubbish that was below 500 triangles with only a diffuse map.

I completed this piece in 2-3 hours. I used vertex colouring as well as vertex alpha for the cellotape which can be seen on one of the cardboard boxes.



I am not very fond of this piece but considering the man hours spent on it, I thought it wouldn't hurt to post it on here.

28 January 2011

WIP - Brougham Carriage

I picked up an old project I started a few months back - I updated some of the modelling and I'm currently working on the UVs which are roughly 60% done. Just under 6k in tris which is pretty awesome!

Ambient occlusion pass... everything looks awesome in AO!


High sculpt of the cushion in Zbrush as well as the low poly version with the baked normal map applied, will be revisiting this when I'm happy with the whole UV layout.


26 January 2011

Any room for a barrel?

I decided to make a wooden barrel to go along with the crate/pallet. This asset is using a 512x512 texture sheet and consists of 284 tris.


I've put all 3 assets together in UDK so you can get a glimpse of what it would look like in an actual environment. I used some vertex colouring on some of the assets to make them look slightly different.


Now to work on something bigger :D

24 January 2011

Minor prop - wooden crate

So here's a little prop that I was working on today... took longer than expected when importing into UDK. 

Finished at 176 tris per crate with a 512x512 texture sheet.



I only made a Diffuse and Normal map - I used the Diffuse as the Spec which is cheaper and doesn't look too bad.