Wednesday, April 28, 2010

Daily Update 29/4/2010 - Props

Standing Lamp:




















This is a near completed prop that just needs a edit to the cubemap tint to be more of a white reflection and not so much of an enphasis on the surrounding environment.

A problem recently I have encountered with the Source engine is that real life measurements (cm's) DO NOT scale well at all with ingame measurements (units) even using the appropiate meaurement translation meathods found here. For example a doorway will be almost 50% taller then its real life reference, making the player/user appear very small or the props/level very large. The remedy I have for this is just simple best guess, judging by the characters units in height (73 units) I will have to talor the props and levels accordingly.

Saturday, April 24, 2010

Weekly Update 24/4/2010 - Props

I did alot of work today, primariliy learning new 3d modeling techniques in 3ds max and practising and formalizing the process of making props as well as making a couple in the process. One new technique I learnt was Ocular Occlusion mapping. This allows you to make a render in 3ds max- a simulated lit environment and gives you a new texture file that fits your UVW map that can give you great looking realistic shadows on your props without the need to compile them in realtime; a limitation with the Source engine. As you can tell this is very difficult to explain, lol.

Here's a sample prop I made utilizing ocular occlusion mapping:

(Click for a higher-res image)
Note that the grooves inbetween the geometric shapes has shading, this is not realtime but 'baked' into the original texture, this saves processing resources or replaces realtime shading technology. If this did not use this process it would just be a solid blue colour with no shading and look less realistic. Please note that this is just a very simple prop, specular occlusions values will be more apparent in more detailed props like a couch or car for example (generally items with complex geometry).

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New Props:

Couch Pillow (Complete and being rendered in 3d)















Couch Pillow (Complete and being rendered in 3d, w/ wireframe)















Couch Pillow (Real-life reference shot taken from above)





















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Picture Frames

Wednesday, April 21, 2010

Starting Up

After complications with my SDI team, our group has split and we have taken up our own projects.

What is my plan?

My plan is to remake my house in as much detail as possible into the Source engine as a 3d replica along with concepts and illustrations of other buildings and settings. My project will be presented as a short film demonstrating the details, highlights and process along with all necessary documentation.

Important points to note with my project is that i will not and have no intention to use 3rd party materials, models or ideas, challenging but I want this to be 100% my own work.

This project involves work with:

  • 2d imagery (Photoshop)
  • 3d modeling (3ds Max)
  • Photography (as a source for the images, textures and references)
Within the next few days I plan to get started and have examples in the form of photos of my progress.