Saturday 31 January 2015

Hand painted textures

It was a good idea to start with base colours, from here I could estimate how close I was to achieving the colour pallet that the concept art was using, and I also had a canvas ready to add detail onto.
First off, I added a few highlights to give variation to the block colours currently being used, I generally used highlights, and placed them on the edges of the chest.
Next i started to add detail, it was tricky to get the style right, at first the grooves where too curved, and didn't give the angular look that most of the sky saga assets possessed, I reworked the grooves so that they have more variation but more straight lines. I used 3-4 layers to achieve this, I used a base layer where the initial groove was to be, with a layer of detail to go over that, then I had a layer to give a variation to the wood colour in between the grooves. I then used a 4th overlay layer to make the wood darker so there wasn't much contrast between the light and dark wood on the chest. My main goal for the textures is to create as little noise as possible, because sky saga is a very simple game in terms as aesthetics.

base colour


This is the base colour applied to the chest, i now need to add texture detail and highlight to the texture to make the geometry pop out, and give it that "skysaga" look.

Wednesday 28 January 2015

The Chest


This is the low poly model of the chest. I will make a high poly version with a few more chips, and with that model I will bake the detail onto the low poly model. This has a poly-count of 2500 which is what I estimate to be a reasonable poly-count for the chest in comparison to the workbench which is around 4500, but is also more complex and is larger.

Monday 26 January 2015

bevels, chips n' nicks.


When looking at the reference assets, i noticed that a lot of the poly count was taken up by nicks chips and the large amount of bevelling. This is my take on that style with the chests key lock mechanism.


SkySaga Art Test

Skysaga: Infinite Isles Unveiled Art Test ­ 3D Art Test Your task is to create the ‘Loot Chest’ asset. Utilize the ‘Loot Chest’ concept art and example assets provided as a guide to produce your art piece The example assets folder contains two game resolution assets to assist you. They are representative of both model/texture construction and usage as well visual style and quality. The concept piece they were based upon is also provided for your reference. Good Luck.

THE ART TEST


I've been looking at some game play, assets and concept art of the game and very quickly it is apparent that the game is very SQUARE orientated. It's a voxel in the same vein as mine-craft, but it has much higher polygon assets. The environment is built up with square blocks, and the assets in game are high polygon assets with very appealing and friendly square features.

From looking at their loom and workbench assets I've determined these guidelines:

Texture Resolution: 1024 (Colour/Normal/Specular) - Painted Texture

Polycount: between 4000 and 6000 polygons

Shader: "UberShader"

Design: Soft angular shapes, square and cartoon appearance. (Strong bevelled edges)

Colour: Strong contrasting and basic block colouring

Mesh: Asset is comprised with between 5-7 meshes that have been combined
_________________________________________________________________________________

I'm estimating I'm going make a roughly 5000 polygon asset due to the simple nature of a loot crate. This is going to one of the first times i've made a truly 100% hand drawn/painted texture for an asset. I'm most likely  going to bake normal maps where needed for a nice finish to the assets aesthetic.

The models have lots of very simple and visible chips and nicks built into them. It gives the model a sense of age, yet the textures remain very clean and "new" looking. There are no sharp features to the models, everything is nicely rounded.

Friday 23 January 2015

Using floating geometry


I had already finished my assets before I learned about how to bake normals via high poly assets. So i had to apply the UVs to my existing normal made with crazy bump. I made one screw and duplicated it over my CB Normals texture. I'm going to try add more things like this to my asset.

Thursday 22 January 2015

Assets in UDK


This is a screenshot of a UDK scene with my assets. I mocked up some shapes and new assets to fill out the scene.

The ideas and concepts I've applied to my assets.

The assets are a remake of assets within the distressed black mesa facility after its abandonment and evident destruction. Something I took note of when beginning the assets was that they needed to be very detailed at a head height level because they are going into a FPS game. I knew there were limitations in terms of the poly count, so I would have to use normal maps to add geometric detail to flat low poly assets.

The game that the assets would be situated in is a half life game. half life games don't really have an art style, instead they focus on making very realistic looking worlds. Each Half Life released by valve has been a leading example of graphical fidelity within the gaming industry. The textures within the games have mostly been photo textures (with exception to the combine and Xen textures). With this in mind, I have actively made sure to use a lot of photo textures in my work to make the materials appear realistic.

As the Brief describes, the third game would be 30 years after Half Life 2, which is 20 years after the events of Half Life 1, that makes the black mesa that the player is returning to at least 50-60 years old. So it's very important to make sure everything looks aged and worn down. Before I got to work, I established a setting, and a likely environment to which the assets would be located in. In the original Half Life (50-60 years ago) the setting already felt old, so I knew it would have to look much more worse for wear in my recreations. Also since the first game there has been an atomic explosion just above on the surface, and likely a massive Xen invasion within the facility, Along with probably 50 or so years of nothing. With this knowledge I assumed it was safe to say the power was defiantly out for the count, and that there has probably structural damage to some of the equipment. Some of the damage i've applied to the assets include a overheating explosion to the main cooling vent attached to the transformer, and various cracks and wire damage to the control panel.

I kept the colours consistent with both assets. From looking at a lot of assets within Half Life I noticed that there was a vast amount of military hardware and equipment, the main colours where dark greens and blacks. Also much of the lab equipment used the same colours. Most of the text is dark orange and yellow, on green and black panels and walls.

Along with all of this, much of the old underground facilities had a really rustic feel. So it was important to add rust, scratches and possible damage to some instruments.

IN UDK


Xnormal


I was practising with xNormal, I want to add bolts and nuts to my scene. but first i must try and reduce my poly could because it's to high to start adding high poly bolts.


I wasn't happy  with how my light turned out, i started trying to make some simpler assets.

I was much happier with this button. It might make in on one of my assets. But i still want to practice more with X normal.
Below are some of my better Normals, although I am still not unsure what happened to the lower portion of the cylinder.



Sunday 18 January 2015

mapping


This is a bump-map I made for the pylons. I'm particularly happy with how it turned out. Im teaching myself more about specular and normals. map

Friday 16 January 2015

Creating the electrical transformer





It has taken me quite a long time to establish a form of generator for the asset design. I think because the original model was so unrealistic and low detail, a starting point was harder to come by. The idea behind this asset (top) is that the boss chased Gordon into the generator room and got tangled in the transformer cables, then Gordon tuned on the power and defeated the boss. The event caused the transformer to overload and the cooler on the side exploded. this is why there are metal fragments and debris on the side of the asset.

Tuesday 13 January 2015

Hard surface modelling and high poly meshes to make UV baking maps

Today in our session with George, we experimented with hard surface modelling and using very high poly models to make the detail onto a low poly "game ready" asset.

I made a few assets with this method, and learned about support loops (Using the edge loop tool in Maya on tight edges to create a very tight yet smooth mesh once the asset is smoothed). Once i make a very high poly asset, i can bake the assets UV onto the low poly asset with a special piece of software.

Diffuse texture on control panel "basically" finished


Iv'e almost finished the diffuse texture on my control panel, and will be starting the normal mapping and specular later on. I feel i have achieved on making an "old" and "abandoned" control interface, I've experimented a lot with using scattered brushes in Photoshop to add dirt and grime onto surfaces, and I've used a lot of metal textures with rust and scratches. All of the dials and buttons I've made myself with brushes in Photoshop.

Sunday 11 January 2015

My previous Half Life themed 3D

Remake of Opposing force hospital


Random half life themed map
https://www.youtube.com/watch?v=jyaJRH_dIGE

I've used the hammer editor from Valve, and I'm going to put my assets in the editor as well as UDK.

Finishing with Uv mapping


I've now finished with the UV of the control panel, I also started to try out some colour tests  on the model using block colour, I think this makes it easier to decide what colour textures to use when the time comes.

Some things I have learned while creating this asset is the way to create clutter and small objects. I made the mistake of creating assets along with the mesh. Next time I make a complex asset, I will create and UV small objects then combine them later to the asset and shrink the UV into the grid section with all the other models UV's.

Below are references that I used and will use for the texturing and "copying" on the diffuse texture