Thursday, 7 March 2013

My day in Cry Engine

For some unknown reason, I've been constantly switching back and forth between UDK and CryEngine since the start of my FMP.

And today was yet another day where i decided to try and use Cryengine... again

My days effort inside the engine


I got so far, but realised my terrain was too large, tried to resize it, Cry glitched out. Then i gave up and returned to UDK.

 I do think however UDK looks better for my environment. Particulary the soft, ambient shadows generated on meshes and in corners from the baked lighting. I also know UDK better so I have decided to definatley stick with this engine!

My level as it currently stands


Tree Progress

Nothing too exciting. Progress so far of tree creation, as the ones currently in my level look shite!


^ High Poly branches which will eventually be baked down to a plane.

Wednesday, 6 March 2013

progress


The grass mesh has now been set up with the foilage tool in UDK and placed throughout the level


My next step is to replace the tree's with a new version, because I feel they're letting the scene down a little. 

Tuesday, 5 March 2013

Fences & Grass

I've been working on a couple of assets to include in the surrounding area. The fence is made up of a single post and  few vriations of horizontal beams, which all share the same tileable texture. Exported as single assets, allowed me to create alot of variation producing an old rickety fence.


The grass is a high poly bake onto a texture sheet following a tutorial.(speant almost two days just making grass!)

Although its not finished yet, im pretty pleased with the results. The planes have been vertex painted so they will (hopefully) seem as though they are influenced by a light breeze.

Belated blog post

Recently I've been working on getting the majority of the exterior textured. To get  idea of what sort of colour scheme i was going to go with i did an (extremely) rough paintover of the exterior.


Its not the prettiest piece of work, but it gave me a rough idea of what i wanted to acheive.

I wanted the textures to be of a decent quality so i decided to put a fair amount of time into them. I (so far) have 3 diferent tileable textures for materials, brick, wood and slate.



Each tile was sculpted in Zbrush from a mesh created in 3dsmax then baked down onto a flat plane. The difuse map was created from phototextures alobng side with the Ambient Oclussion and other maps created from the bke, then a final height map was created from this to add extra detail to the normal. .

I also have another wood variation which is applied to the building with the red and white pannels.


These are the textures as they appear n engine. Im pleased with the results however the normal mp doesnt ppear as strong as i'd like it too. Im going to hve to look into a thing called bump offset to get the best result...



Wednesday, 13 February 2013

FMP_Derelict House

Progress so far...

I've mainly been working on the interior, but have made a few changes to the outside of the house. 




The main changes are to the colour of the sun to match the time of day in which the shadows are being cast, more tiles added with window pieces and a few more fine details added to areas such as under the balcony & porch. 


I've mainly been focusing on lighting the interior today. Before the house was extremely dark with little to no light bouncing through the rooms. 


My first attempt to create dynamic lighting was to adjust the world and light properties. However there's so much that can be adjusted which meant every time the lighting was changed, it had to be re-baked so the efffects could be seen properly. (waste of time)


The best way it seems is to add point lights inside the building by windows. This way I get much more control manipulating the settings until I get the perfect light balance within the image.  





Monday, 11 February 2013

FMP - Derelict House W.I.P

First post related to my FMP, scary stuff...

The overall idea for this project is to make a derelict house rendered in game using the Unreal engine. For this project to be successful i need to use varying, convincing textures and also include good lighting throughout the level.

It took me a while to work out how i was going to build the house. I started of by physically building in max.


Turns out this wasn't the best idea. It was difficult to get the scale correct and was incredibly fiddly to model. From this point I decided to use a tileset.


This is the tile set so far which makes up the building. These pieces will be duplicated with varying textures and features such as doors and windows. So far however I've just been working out how these pieces will all fit together.


This is the house so far. My plan is to get the exterior whitebox finished before i start texturing.