Tuesday 22 December 2015

current state


still need to work on some minor detailing and fix up the night part of the day nigth cycle. will do this after xmas

Tuesday 15 December 2015

continuing

Started a landscape, still need to finish up the inside of the truck too.. gotta sort it out sometime i guess

Tuesday 8 December 2015

almost there (with the truck)

Almost there, just need to make a landscape and sort the exhusts out, they look... weird

Monday 7 December 2015

connecting

Just finished up the tools inside, finished their material, and now ive decided to combine the truck into two sections. This is getting there but just need ot reassign a bunch of the materials naturally.

Then just the floor inside left, some windows and balaancing out the sand/dirt

Sunday 6 December 2015

detials


Internal detailing, minor progress really. As you can see I still need to do the ground texture fully and blend the sections all together Made some tools to scatter round aswell.

Thursday 3 December 2015

mini parts

Riviting i know, but theyre just little parts to detail up the inside of the cabin. I've also sculpted them all up aswell in zbrush but im too lazy to show you., you can see the bakes once theyre done. Whilst writing this i remembered i forgot to do the bullets. ah well.

Sunday 29 November 2015

inside work

Sorta a back sofa for the truck, but well as you can see it needs to be fitted better, and the rest of the inside needs a lot of work still.

Wednesday 25 November 2015

rear beetle

Just sanded up the rear, and added in some minor leather details inside.

Monday 23 November 2015

Its coming along

Got the skulls and the details, and ohhhhhhh yea. I did make the detail map mask at 8k, but unreal only lets you do 4k so whatever. I set the ini file to let me to 8k, but it didnt work, and tbh, perhaps 4k is enough.


Sunday 22 November 2015

unwrapping done

Eurghhhh!!! Okay, so unwrapped all the rear carriage and details, holy shit, theres so much unwrapping. Its all gotta be unique so the masks work, not sure what resolution I should stick with for the mask. Thankfully i just click out a 4096 res map from designer anyways and i think actually a 8k can be done, so that would be enough any ways.

This also has 2 uv's so that the skulls can use a detail normal in their own selves in order to make them have the correct details.

All of the back is now unwrapped, so time to start texturing!

Thursday 19 November 2015

on and on

Only a few details left to unwrap, the metal bits coming off and the skulls are pre-unwrapped before i put them down, because its fucking insane to do it the other way round

Monday 16 November 2015

unwrapping

finished up the texturing on all the front objects ive made so far... guess its back to unwrapping again. Need to finish up the rest of the model, then i can go over and add in some details and unique stuff

Saturday 14 November 2015

Friday 13 November 2015

Steering wheel texturing

WIP on the steering wheel, leather map needs more work. Still, happy with the bake, so hey ho!

Thursday 12 November 2015

Steering wheel sculpt

Experimented with a bunch of techniques to try getting the lines ot work, from curves to z-remesh to give it looping tolopogy to run lines along. Also tried a bunch of techniques in phtooshop and illustrator to try and automatically generate the lines, but they either were completely unmanageable to get any real direction whatsoever that i wanted or the lines were un-uniform so they would be all thick n thin which didnt look right.

In the end just spend a few hours drawing out tubes in max and then brought that into zbrush instead. The results are nice, but damn it took a long time.

Wednesday 11 November 2015

undercarriage

Under carriage done, rather simple material as its only paint, scratches and sand. ez lyf. Might add some oil splotches in later, have the texture sheets space available still

Tuesday 10 November 2015

wheelz

textured up the wheels, detail normals n all. Check it, i can scroll the sand on and off! cool story





Saturday 7 November 2015

detailing




Further i go, today it took a while, but finally found generate band, so I was able to create masks without having to bring in extra texture sheet, thankfully got all the detail materials into a single material and hit the 16 texture call limit.

Thursday 5 November 2015

WIP

Just setting basic material masks that will be used in conjuction with detail masks later on

Current state of my WIP

Tuesday 3 November 2015

Ploughin on through

with the texturing lololol, unlit version as the other ones are dark with it having just the default lighting and nothing calculated


Monday 2 November 2015

Second Engine + Plough unwrap

unwrapped the plough and the front sections, also textured up the second engine that didnt take long, just a few unique maps with their seed changed so it looks different.  Probably a more efficient way of doing it realstiically but meh.

Sunday 1 November 2015

Front Engine Textured

Work Flow is flowing smoothly, front engine textured quite painlessly, shoudl be able to apply the same material to the second engine, and with the correct masking sheets plugged in (which can be just explorted from a mesh in substance) that should instantly texture the second alternative engine.

Thursday 29 October 2015

Sunday 25 October 2015

detail holds up i think

Continued to develop the masking techniques, finished up the materials for the back and insides.

Think im a little more happy with how the sand is looking now, bit hard to really imagine it when the whole thing is so bare. So next i'll get some of the rest of it unwrapped, so I can start applying the materials all over it with more geometry and see how it looks


Friday 23 October 2015

doin' it ma!

Check out that detail in those materials. mmmm finally, its working. Now i just need to make the masks actually look good... because it looks kinda shit. lol.



Thursday 8 October 2015

Good news everyone!

Finally got the detail I want, as you can see here, this is a standard 2048 res map, except its obviously no where near enough detail to cover an object of this size. (ignore the fact is black, I buggered up some nodes meaning i cant plug in any colours... i'll sort that out later

Here you can see the detail is the same type just mulitpled up hurrah and my whole mesh only comes to 2 textures! swanky. now to sort the broken nodes out, in 2.5 weeks.... laters! malaysia here i come!

Tuesday 6 October 2015

Started texturing.. again!

So, I've been pondering how to increase resolution over the past couple of weeks, i've been experimenting with substance designer, painter and so forth.

I've dabbled in detail maps and blending materials. But to no avail. My main issue is that I hit the texture limits that can be used in an unreal material.

Now when I compare the relative complexity and quality of my work to someone who uses unreal well, my stuff looks dogshit. Having downloaded the inflitrator scene, ive realised where I've been going wrong.

I've been using texture sheets effectively to define materials, whilst in reality, materials can be defined in numbers which then can be used in functions, that when combined with proper detail maps, can push out far higher better resolution works! Which is critical for my current project.

Trust me, time and time again, ive been tempted to just whap the resolution at 4096 and paint away manually, but that defeats what im trying to learn in this project.

So, much learnt tonight. Sadly, most of my body texturing is to be redone... However for smaller props. i'll just use substance to bash out work quickly.

I'm also off to Malaysia for a few weeks. laters.

Thursday 1 October 2015

roof slider

Quick work on the roof emblam, also sorted out some extra detail maps for the metal floor but those dont blend properly as I dont have any dirt maps to run down there yet.

Wednesday 30 September 2015

blended unreal materials!

Know its not much, but ive got 2 seperate materials in functions blended together, so now i can build upon those into something awesome.

also was away for a few days in a mountain, there was no tech. it was lovely.

Tuesday 22 September 2015

first pass

First texture pass, will go over doing detail materials and normals afterwards. Naturally as you can imagine some areas are quite low in resolution, but that information can be used to blend more dense materials. cool story

Sunday 20 September 2015

started texturing again

Realised I was doing it wrong, so started again, built the textures completetly using substance designer this time through, I can also expose a bunch of the paremeters, I did mostly on the chair, so I can adjust the wear later on if i feel its too much or little.

Didnt bother exposing anything on the dash board, but meh, if  change my mind I can.

Just a quick unlit screen grab as I cant be arsed to put lighting in to bake.
see dark as fuck, but noone cares :P