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

1 comment:

  1. Hi Zack - good detailed description - I like the way you use the correct technical language and then explain things in a way more people can understand. The inclusion of screenshots is good.

    I would like to import some RGB maps of your objects into Second Life - so that I can create a 3D gallery. I'll talk to you about this next time I see you.

    I'm looking forward to watching your house take shape...

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