Showing posts with label 3d models. Show all posts
Showing posts with label 3d models. Show all posts

Saturday, 25 February 2012

table and files



Table currentlty matches the wood and green of the bridge pieces. We happy with this or shall we try a galvanised (silver) metal for the legs/different surface for the tabletop? Lemme know.

Tuesday, 21 February 2012

Saturday, 18 February 2012

Monday, 13 February 2012

broken bridges

having just made these, I think they need to be adjusted because I was modelling from the wrong rail height in max :S

four pieces in all, downleft, downright, upleft and upright... but the left/rights can easily be flipped, so thats two choices per given direction... which is proooobably a little overkill. oh wells.

they look a bit better when not fully lit but the shadows werent working... I think Ben had this problem on the bridge pieces before?

Saturday, 11 February 2012

Plastic Cart thingy

the body of the cart is greyscale so that it can be multiplied through a colour. Just means we can do a red and a blue one with the same one-channel texture. supah-cheap! also "cheated" by using the material from the trolley thing I did earlier to save me time.

Plant Testing Container


Not exactly sure how i managed it but i speant most of today just doing the difuse map for the plant holder test chamber box thing. working fast is deffinately not my strong point !

anyways, has a diffuse and alpha map, still not game ready as i have a vendetta against light maps... but right after i have a tea & ciggy break gonna get started on them right away, so can hopefully make the cut for tuesdays presentation !


Edit :



updated version with successful lightmaps :D think it looks alright, totes forgotten how to import alphas into UDK tough

Friday, 10 February 2012

hanging light plant

based on feedback, updated to match the eyeball plants. also simplified the leaves to be more readable. UDK left, max right.

Edit: I've just done a smaller, half-grown version of it and the light without any growth on it.

Mundungus Fungus!

hanging light plant

Thursday, 9 February 2012

Container Tanks WIP


Preeeeeetty much finished the model for the container tanks. Added a few levers, switches and buttons to the model since i last took these screens

gonna make use of the alpha map and modify the support around the outside of the tanks to make it appear as though a plant has broken and escaped out of the chamber

Wednesday, 8 February 2012

hanging plant WIP

this ones clocking in as really expensive. i *think* we can afford it, but if you guys are concerned, I can try and find ways to cheapen its triangle cost. the main thing would be to replace the leaves with alphas, but if I want to give them shape, then ill need to make half the geomtetry thats already there to bend them into a nice shape, so I figured I may as well skip alphas.

anyway, thoughts please...

EDIT: edited leaf geometry to look less fresh and a bit more withered. still about 1200 tris.






1200 triangles
:s

Tuesday, 7 February 2012

umm... Connector Sacks?

These sack thingys can be used to connect pieces of roots together to hide seems and intersecting objects.
They reuse one of the root textures too.

Big ol'root

A massive piece of root.
Player can walk underneath it :O
442 Tris - 1024x1024 Texture maps, so It can be scaled niiiiiice and biiiiig.

Monday, 6 February 2012

Coffee ?


Didnt like the origional version i did for this asset so decided to do it again (Y)

Saturday, 4 February 2012

Round 1 Assets

well... some round 2 aswell. still need to add finishing touches to a few of these assets

Rust decals



Just an idea of how rust can be encorporated into the walkway. gonna do some more variations, different formations etc

Friday, 3 February 2012

Round 1 Assets

Asset Update

Here are some nice Assets Horray :D

The Organic Style

Root and plant initial style, try and keep the style consitant when creating your organic assets so refer to this as reference or whatever. Also below are two colour swatches for you to use, one for the roots colour scheme and one for if you're texturing another red plant (obviously not all the plants are gunna be red!). You can grab the colour table files (.act) off the Plant and Root folders in Asset_Source>org on Kdrive to load them in photoshop.
So yes, always use the root colour pallet when texturing roots! :)


couple more assets