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Update

0 Comments | This entry was posted on Aug 18 2010

Finally moved into San Francisco! Took like 2 weeks, but we’re finally here (although we’re gonna have to go back to OC in september and get the stuff we couldn’t fit in our car).

Feels like an eternity since I worked on my project, since I left my desktop computer in SF. In any case, worked on unwrapping the center and largest piece and decided to get the collision boxes for it done. This is what I ended up with:

UV map

unwrapcenter

Collision boxes:

collision boxes

Mesh with collision in UDK content browser:

image

update

0 Comments | This entry was posted on Jul 20 2010

screen3

Update

0 Comments | This entry was posted on Jul 20 2010

screen2

new pieces

0 Comments | This entry was posted on Jul 13 2010

 

modeled a couple of tileable pieces (High Poly)

 ceiling1 ceiling2

UDK – blocking it out.

0 Comments | This entry was posted on Jul 12 2010

For the past couple of weeks or so I’ve been learning to use UDK. While I had experience using UnrealEd 2004, It’s been years since then. I’m picking it up pretty quickly, and decided to start blocking out what I want. I made a room using BSP’s, but decided to put in my wall mesh to see how it would tile. Plus, foor mesh.

screen

update

0 Comments | This entry was posted on Jun 16 2010

I’ve been busy doing other work, but I came back to work on some floor models using normals and stuff. Like this one:

 

Floortile2

it’s just one poly in size.

Messhall Update2

0 Comments | This entry was posted on May 24 2010

Modeled a door today, but I couldn’t help myself and ended up doing a rough animation for it. :p

Messhall update

0 Comments | This entry was posted on May 21 2010

Unwrapping…..

scr_messhall3

Mess Hall

0 Comments | This entry was posted on May 19 2010

scr_messhall2

Mess hall. Tomorrow unwrapping and modeling a couple of simple assets.

Corridor 2 (spaceship)

0 Comments | This entry was posted on May 18 2010

scr_hallway

Had to wrestle with Maya a little bit. There’s definitely a lot of stuff that I don’t remember, plus stuff that I never knew. Meanwhile, I booted up the new 3dsmax, only to find it’s been changed like crazy (2011). Making AO maps in 3dsmax is a LOT easier than in Maya, according to me, but modeling feels smoother in Maya for some reason. Oh well.

When I started working on this I wasn’t sure what I wanted to do, but now I do. I’m revisiting an old theme (the environments from my early portfolio stuff). Basically, it’s a space station in the Kuiper Belt. The scene I’m shooting for is sort of a kitchen/hangout quarters for the workers of the station. Mining water from the icy asteroids is hard work, but being away from home is even harder. My main objective it to eventually have 2 different scenes: the first is when the station is basically new; the 2nd, it has already been lived in. I’m only giving myself a month to do this, so I might just compromise and go for the lived in feel. Now that I know what I want it to look like, I feel a lot more motivated to do it.

Corridor

0 Comments | This entry was posted on Apr 20 2010

Corridor_1

Took me a couple of hours but I modeled this corridor. Used some simple lighting to kind of see where I wanted to go with it.