Friday, September 29, 2006

Number Twenty.

I added a chair!

I am going to build a few more props, some debris decals, a few new textures. and stuff.

Thursday, September 28, 2006

Number Nineteen.

I made a grungy hospital bed. It's quite filthy.

A few more props and I will begin work on crafting the overall environment. From there, it's on to polishing everything to a grungy shine, recording a walkthrough of the whole thing, doing model turn-arounds, wireframe passes, adding some subtle postprocessing effects, a soundtrack, and... yeah. I still have tons to do.

Wednesday, September 27, 2006

Number Eighteen.

Another rendering.

I am also making a bed, but it's not textured or imported yet.

Busy tonight. Back Tomorrow.

Tuesday, September 26, 2006

Number Seventeen.

I added a new bucket model into the mix. It still needs some work, but it's well on its way.

Update: This is a comparison of the original version of this prop I made in Maya back in June with the latest rendering. Pre-rendered vs. real-time. What a difference a few months makes...

Monday, September 25, 2006

Number Sixteen

I spent a little time this morning creating a wood panel texture to be used for various kinds of frames. I also embellished a little on the walls and ceiling. I would consider this more "messing around" than true progress for the environment.

Even in this premature state, I am very happy with the "un-doomishness" of everything.

Wednesday, September 20, 2006

Number Fifteen.

After a brief hiatus, I returned to discover a nasty problem with my computer that caused my computer to crash at inoportune times while using Doom 3, or Studio max. Not good.

Turns out, as far as I can tell, the problem was caused by not having enough space on my windows drive. I haven't had any problems since I cleared it up.

Anyway, I started making little debris pile objects. Right now, they need to be sculted and shaped a little bit more.


Note: I have shaped them a little here. More importantly, I have figured out some cool tricks you can do with editing elements of an object in studio max. (ie. rescaling, repostioning, duplicating, etc.)The moral of the story here, I think, is that I can make rubble objects. I will probably not use this particular piece, it was more of an experiment than anything else.

Thursday, September 14, 2006

Number Fourteen.

Not much has changed since yesterday, I addded some work to the ceilings underneath the second floor, and i covered the bottom of the stair cases so you cant see the steps from below.

I need to take some more time to flesh out the overall design of this area, maybe even find some real world inspiration.

Wednesday, September 13, 2006

Number Thirteen.

I built a rough window. It is very tall. It is something I saw in my initial concepts of this particular environment. This is not nessicarily how it will look in the finished version-- it is a merely a suggestion, or place holder.

Oh. and the bloom lighting coming through is courtesy of photoshop, I don't think this version of the engine supports it.

Tuesday, September 12, 2006

Number Twelve.

(not sure what that strange black box is that is hovering over the abyss in the video)

I spent all day revamping my staircase environment idea. And I did it! I made my first "environment" that is not just a room, or a hallway and a room. It hasn't been textured, and its missing lots of details, but its got railings, and banisters. Progress!

Monday, September 11, 2006

Number Eleven.

So, I did some sketching tonight and some internet seaching. I found some pretty cool looking stairwells. I haven't decided how I will incoporate this into my environment, if at all.

I did however try roughing out a stairwell in doom 3, emphasis on the "rough" part. I once read that plotting out level geometry on graph paper is a good idea, and it very well could be considering how tedious it is to wing it in the editor. Or, maybe I will model the thing primarily outside of the editor and import it in piece by piece. We shall see.

Number Ten.

All the components of the machine are mostly done. Now comes the fun part of designing an environment to place this thing in. Oh. and maybe a few more detailed props to go along with it.

Sunday, September 10, 2006

Number Nine.

(Note: This is the first thing I have ever posted on YouTube. Ever. I can record live demos in Doom 3-- this should be handy for the future. It's low quality, but it should give you an idea what the prop looks like in motion.)

Things are really starting to come together on this prop. I wouldn't call it done yet, but, it is well on it's way. It should be done sometime within the next day or two.

Friday, September 08, 2006

Number Eight.

(Note: This is a 3d studio max render of the lower part of the machine so far... Only the diffuse map has been worked on at this point)

I spent some time this morning working on the normal and specular maps (the bumpiness and shine, fyi). It is looking pretty good for now, I want to finish the other two parts of the machine before I come back to this one.

I need to get the feel of the whole thing together. But, so far so good (and way better than before). And for those playing at home, I have attached the maps themselves. Enjoy.

Thursday, September 07, 2006

Number Seven.

I've jumped into retexturing this thing. So far, I have only laid the ground work for the top part of the machine (which i refer to as the "apparatus"). I have only worked on the diffuse map so far. The specular map is non-existent and the normal map is just the diffuse map converted over.

I still have to fix the scale of the prop. It's tiny!! This screenshot is taken from a crouched position with the camera zoomed in.

Wednesday, September 06, 2006

Number Six.

I completely re-UV mapped the test prop I did for EA (It went MUCH faster the second time around) and imported it into the engine. I havent actually made new textures for it yet, I just applied an existing texture just to see how it would lie on the model.

If only I could have done this two months ago. I hope to have the new texture maps done within in the next few days. (And, a new tileable brick texture)