Sunday, 27 January 2013
Friday, 25 January 2013
Wiped!
Well, my level crashes UDK every darned tootin' time I start it now. Luckily I'm not SO FAR IN that hours of lighting tweaks and build times have been wasted. Incremental saves from now on me thinks!
I'm poorly too so it's been really slow going. Thanks to my housemate Dan, we're operating a sort of plague ship. But as a house. It doesn't help when he ENTERS MY ROOM AND COUGHS ON MY STUFF INTENTIONALLY, but otherwise he's a pretty sterling chap (and fellow games artist):
http://racebox.net/
Anyway enough self pity and blog plugging, there's a wee candle particle and light function to create the flickering effect, there's also some of that snazzy vertex animation for the cloth the kids are always going on about.
Cloth and Candle from paul hutchison on Vimeo.
Tuesday, 22 January 2013
Sunday, 20 January 2013
Monday, 14 January 2013
More soon
ELLO. I'm just getting the structural elements complete before I move in on the individual assets and sections. The carved motif is getting a little bit repetitive in here so I'm going to swap it out with some variations and plain pillars - to be textured very soon, hopefully I can work out a nice process to use for the stone assets.
Wednesday, 9 January 2013
Paul's Walls
The walls here use the time honoured method of beating up a few blocks in ZBrush and then arranging them in 3dsmax.
I create the low poly by extruding and chamfering from a flat plane, making sure to follow and adjust the arrangement of blocks achieves that undulating and ramshackle appearance, as though the stones have slowly displaced through decades (or centuries) of load bearing.
GOOD GOD MAN! (and project change)
It seems I haven't posted in quite some time!
After an awful lot of discussion with my peers, about a month ago I decided to change the project significantly. I'm now creating an interior scene using a concept from the Witcher 2 art book.
My reasoning was that using a concept would allow me to better gauge how many assets I'd need to create, and that an interior scene would limit that number to something more feasible in the time frame we have. It also gives me a much more definite foundation to work from, and I value that kind of certainty during my final year here at Teesside.
It's a lovely piece, a warm dwarven room, prepared for a visiting member of non-dwarven royalty.
I appreciate knowing a little bit of the story behind it. To me, environments are really their very own characters with their own story to tell. With any luck, I'll be able to tell it!
After an awful lot of discussion with my peers, about a month ago I decided to change the project significantly. I'm now creating an interior scene using a concept from the Witcher 2 art book.
My reasoning was that using a concept would allow me to better gauge how many assets I'd need to create, and that an interior scene would limit that number to something more feasible in the time frame we have. It also gives me a much more definite foundation to work from, and I value that kind of certainty during my final year here at Teesside.
It's a lovely piece, a warm dwarven room, prepared for a visiting member of non-dwarven royalty.
I appreciate knowing a little bit of the story behind it. To me, environments are really their very own characters with their own story to tell. With any luck, I'll be able to tell it!
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