31.3.12

compiled it all by myself :D anims not mine.

30.3.12

clean and dirty versions, like far cry 2. i like far cry 2.

29.3.12

bollocks for inside the fridge. ill stick it on blendswap tomoz when im sober.

28.3.12


27.3.12

finished up that car (minus an exhaust pipe or wing mirrors, which I forgot. It's not particularly noticeable though, so I'll probably leave it. I can always add those on later.

Unlit, just colour texture:


Lit version, with environment map:

and in a wee environment:

26.3.12

1970 ford torino police. for dare mockups. very quick, no normal maps. only one wheel for uv mapping purposes. planning on working it with very simple textures and environment maps, no normals or specular or anything.

still just high poly for the receiver bit
i also grunged up the texture for the slide
http://www.keenleveldesign.com/modelviewer/m.php?id=4f70675adec15
. in meshbin (online) its just colour, normal, specular, but in these screenshots im using the blender viewport, which has pretty crappy specular support, so in them I'm also using a grayscale version of the spec map as a mask for the environment reflection, which is a lot closer to the default source engine shading, and I plan on getting this into source eventually anyway.

may as well get the rest of it done.probably put the grip on another 1024 then put them side by side to make a single 2048x1024 texture, then probably scale it down to 1024x512

25.3.12

been sick. did this.

23.3.12

quick zbrush rock

18.3.12

17.3.12

14.3.12

in udk, not cryengine. cryengine wont start for me :(
hopefully when i get some trim/skirting in the ambocc wont be so ugly on the bottom.

The walls material is completely tiling, and uses vertex colours to blend between plaster and concrete. I tried using bumpoffset to get the concrete to look a lot more inset, but I can't seem to get it to make much difference :( Hopefully when all the props are in it wont show so much.

11.3.12

low poly, textures. 1146 tris, 1024 textures x3.

10.3.12

radio for the scene. just high poly for the moment.
blockout for now.

8.3.12

4.3.12


uv'd and baked to 2048x1024. probly end up scaling it down to half that.
want to end up with a texture as good as this: http://skins.thanez.net/tut_coloring/after.png

1.3.12