Tuesday, April 30, 2013

Modeling/Texture Update

For the first scene we will get a nice shot of the moon facility from a distance at the center of the crater. So I've started out some building structures for that, we might still change them. These meshes won't be the actual structures when the player is walking through them, this is just for the exterior scene.



This week I made some pieces for the games, with help from our level designer Jordan. We've been working together to get all the set pieces we need.
Wide corridor uses 2 pieces, narrow just uses 1

Still need a bigger ceiling corner piece

Made some adjustments to the trim on the corner piece

Wide corridor

 
Narrow corridor
Trevor started painting the road on the moon surface so we will probably need more asphalt textures for the landscape material. I made a new texture with cracks for the asphalt.

Height/ Normal/ Diffuse



Tuesday, April 23, 2013

Material for the Lunar Surface

I've created a variation for the moon material, to look like ice patches to blend with the moon surface. Also reworked the previous moon soil texture to tile better, and baked a new normal map for it.


For the material to paint the landscape, I made 4 seperate layer functions for each of the uses for our textures. To break off the visible tiling each texture has to map coordinates, one for close to camera painting, and one scaled up for painting distant objects.
  

Example of the textures blending in the mesh


Tuesday, April 16, 2013

Texturing Update


 Did some changes to the master texture for the walls, and rebaked some details. Sarting to UV them to the walls.

Saturday, April 13, 2013

Creating Textures

So I baked the details from the different types of trims on to a single face to generate some maps for texturing.

Specular/Normal/AO maps
They still need some work but the layout seems good enough to try them on some of the pieces.

I also made a texture for our ground in the opening when we see the lunar soil. I added more coloring in the post-processing effects in UDK rather than in the texture. Still making my mind on the best look for that still.

Modeling Update

I kept on working on one of the designs and took it to the next step creating different variations to build the walkways.


I'm trying to make a nice use of texture space so all these pieces can use a master texture. This way we can create new assets as we may need them and have the texture for them already done!

Here's a first try at some geometry I modeled out so I can later bake them into maps for texturing. These include trims and major wall surfaces.


Starting Beyond Earth

Ok first post for the moon base environment! I've been gathering ideas and concepts for the past weeks before getting started on the modeling, also checking out some nice DX11 features in UDK to get the feel right for the game's general look. I've been behind on updating this blog so I will split the past weeks in seperate posts.

Some wall shape concepts for the hallways connecting the sections in the Moon game. This set piece needs to fit within different levels.

Trying to keep a clean but claustrophobic feel in in the environment.