maanantai 30. tammikuuta 2012

30.1 / Lot's of stuff going on..


Back from Global Game Jam @ Tampere! Im well rested and ready to start working again.

I learned couple of neat photoshop tricks this morning. Vector Masking and using Blend If.
And my Skyrim (pc) order came also! I hope the Creation Kit will be released this week.
Next week is the IGDA meeting at Helsinki where the winners of the Game Jams are announced.

..and top of all, i found the best meme ever today: Game Arts Student Bullfrog

tiistai 24. tammikuuta 2012

24.1 / Progress on Texturing..


Very slow! Im working hard, but the fact is that im still progressing much slower than i expected. But i have pretty decent workflow now, and everything is getting smoother.
Here's a capture of the Utility Room:

But there's still so much to do! :(

sunnuntai 22. tammikuuta 2012

22.1 / Screenshot

Here's a screenshot of the Utility Room's floor.
Im still trying to figure out the best way to texture the walls, floors and ceilings that are mostly white. It's pain in the ass. I think im going with minimal details on the diffuse, and subtle specular and normal maps. The walls are covered with all kinds of pipes and stuff anyway.

I found nice custom shader for Unity too. It allows specular map to it's own slot. So i don't need to put the specular info to the alpha channel every time. And it also handles coloured speculars..

22.1 / Texturing Workflow


I thought it would be good idea to write down plans for the environment texturing.
Just to speed up the process..

- 2048 x 2048 white base texture for all lower level floors, walls and ceilings.
- Add uv-layer.
- Add decals / rust / seams / additional layers etc (not bolts/nuts!)
- Add Specular layer to alpha channel from the ready inverted diffuse map.
- Save the diffuse/spec map.

- Normal map base texture for all white floors, ceilings and walls. (really subtle one..)

- Nut/Bolt/Cord/etc Detail models concepts --> model library

perjantai 20. tammikuuta 2012

20.1 / What's Up


That plan for doing portfolio didn't work out (big suprise) for couple of reasons. First of all, i've been promised a game industry job! And because it starts next month, it will cover my internship also so i don't have to send my portfolio to anybody for some time. And it failed a bit also because i tried to do the stuff with 3dsMax and im really slow with it still (trying to practice).

I also made a big, but i think necessary decision: For now on im concentrating on environment modeling. That really feels like the stuff for me. Im also planning my portfolio / demoreel covering mostly environment stuff.

Stuff to do in the future:

- Doing concepts for portfolio / demoreel
- Get my hands on Skyrim Creation Kit! (I have couple of awesome mod ideas. environments..)
- Finish the degree work

perjantai 13. tammikuuta 2012

13.1 / About next week


Im going to spend the whole next week doing a portfolio content and demoreel.
Final result: beauty shots, playable Unity environment, demoreel.

"Initializing a weeks break from degree work..." ... *activated!*

13.1 / Progress on unwrapping


I did some changes on texturing the rooms / corridors. I split every room into smaller objects: floor, walls and ceiling. Now i can get higher-res textures for every part and do decal/dirt texturing because i can go without using overlapping uv's. And also concentrate doing just floor tiles for floor texture for example, no need for fitting wall textures alongside floors etc.. it's just simpler.
I can also use one texture for multiple objects in this way..

All the unwrapping (of rooms / corridors) is more or less complete now.

maanantai 9. tammikuuta 2012

9.1 / Uv-unwrapping and Texturing


I've been uv-unwrapping and texturing the hospital-part of the game, its going good. Most of the time went just figuring out the best way to lay the uv's and all that stuff. It really is harder to get an interior texturing to look good than say an game prop.

Good thing is that the hospital-part is played with the nightvision goggles on and there's lot of image filters going on, noise, blur, vignetting, green tint.. stuff like that. So getting textures to look pretty and sharp isn't really that important. And best of all, hospital corridor walls and floor are usually just one color and no shapes so i think that saves time also.

I came up with this idea of breaking 2048 texture to three areas: floor, wall and ceiling.
So everything gets the same amount of space. 2048 is the max and i will go down from there..
And because i don't use lightmapping i can do overlapping uv's. I hope.

keskiviikko 4. tammikuuta 2012

4.1 / Shoot and Reload in Unity

Here's the shooting and reloading animations in Unity. And the whole mesh of course..

Things to fix:
- Not possible to shoot while reload animation is playing..
- The ammocount script
- Collider to the gun so it wont go through walls
- ..and the whole script that makes the gun "work"
- impact animations to Eve and enemies

- Fix the slope limit on Character Controller (so she can actually go stairs up :D)
- Fix that little clitch on the left arm when shooting.. it slides down a bit..
- Gun idle animation..

tiistai 3. tammikuuta 2012

3.1 / Shooting and Reload -animations

Not perfect but here's the shooting and reloading animations for the FPS-mode.
I can tweak them later, i just need to get those in Unity.

btw, i will add the falling clip later. Probably going to animate it in Unity..