Tuesday, February 19, 2008

Okay, cool

a quick low poly Common enemy has been finished, I dont think i will bother to smooth it to keep the poly's down since there will be multiple clones of this model.



824 Poly's Excluding the gun im going to Model.

Monday, February 18, 2008

Decisions and speeding up

well ive tried a few new process for texturing mentioned to me by chris and a few others and i finally decided to try it out and i kinda like it, its simple and it makes me wish i used it in the begining, but thats part of the learning process aye? ive began texturing the low poly cheap enemies with this process, im only using two sides for the texturing of these guys but its turning out quite decent, to the point im kinda thinking i will retexture my main character completely, Infact i think i will, But i am running out of time, so i am definatly gonna get started with trax editor before fully retexturing anything. here is the progress On the texturing, and what not.



Sunday, February 17, 2008

Unveiling Unveiling Uneiling!

Unveiling slowly, my progress is finally becoming satisfactory. Ive been spending an unreasonable amount of time getting the textures and stuff right to the point where i've begun opening multiple Mayas and working on more than one thing at once. Ive Made and textured my characters Gunand given his body a bump map, i still need a bit of a bump map for the skin, and tone down some areas of the bump mapping, but so far i like it.






i've gotten a Quick And useable blockout of my 2nd scene for my game concept. here are some shots of that.







On top of that ive managed to begin and almos tfinish an extremly low poly soldier for the means of SHooting and Mauling, wahahahaha..... here he is.

Also again i must state that my character textures are MADE by Me, and that means, dont take em. yes they are crappy, but they are still mine, 80% of the environment textures ive used that you have seen have been used from a public texture filter sight Known as Filterforge, if you are interested in where i've gotten some of these textures, go there.

Friday, February 1, 2008

Fixed Some Stuff

Some of the faces my textures are applied to somehow had their normals reversed. ive been fixing them as i find them, bloody annoying, it makes my bump maps appear to be using a negative setting over apositive one. However i did find that it was the normals being in the wrong direction, I wish i knew more about WHY normals are not in the correct direction from the start in order to avoid the problems. also I am adjusting some textures to look better. i have a few closeups to show the quality of the bump mapping and diffuse mapping that im using.




Bugs so soon.

Damn bugs. i might be over looking something but ive been using "Use all Lights" in maya to try and get some sort of decent lighting going. now everything seems fine and dandy for a while but any new lights ive created REFUSE to update the light map, meaning i have to RENDER each time i want to adjust the light map.. gotta find a way around it! im so tired T_T.

Z-Brush

man, i really want z-brush, but i dont have it. a few other people made quick work of their texturing by painting their models Using Z-Brush. however ive never used Z-brush nor do i have it. but it would make doing this model Much Easier, But at the same time would it be useful for the stylised sort of thing i want to do. All Z-brush work ive ever seen has been pretty realistic or detailed. and while i do want detail i dont want realisism to the extent i lose my stylised character. hmm Something to ponder about i suppose. But it would be interesting to at least experiment with it.

Thursday, January 31, 2008

Current texturing progress.

Currently texturing still and testing my textures against an IPR render. that way i can select a region im texturing and test to see how it is coming out. I need to find out how to increase my Pixels per square inch without creating a new document in Photoshop, not sure if thats possible or of its possible to make a new document with the increased Pixels per square inch and paste the current texture progress into it. and rework the lines for an improved quality texture, but untill i find out im stuck with the current quality i have.



Yes the image is very bright, this is me testing the texture against the render. i increased the lights brightness because the texture is extremly dark as the Idea behind what i want to create is also very dark. so i increased the light to see the minute changes like drawn on darkness and stuff on the model. i dont want to completly focus on texturing in this unit however as this is only the 2nd time i've ever properly textured anything, however i feel my own genius may once again win out (cocky laugh) lol kidding of course (to a degree.

I am currently using a leather texture that i have edited and made much smaller, and then i placed the copied texture over the shot of a 1024 x 1024 image of the UV mesh's, then began drawing on top of it bit by bit to get the rest of the coats feel. once that is done i plan on making a copy of the image and removing the colour that way i can then edit the black and white version into a suitable custom Bump Map. Then Another Copy into the other 4 shades for the ramp shader. and a diffuse map. the process might prove extremly lengthy however as i am working on my own and have at least 1 other generic Low poly character i need to model as well. I feel that would be easier but still working on my own puts some ideas on the pirates plank to being cast out.