Our final task for this project was to render two hi-res beauty shots from UDK at 1920x1080. By using the 'ghost' command and removing the inventory and HUD, it allowed me to get a clear screen to only capture the necessary models.
Shown here are the two beauty shots from UDK:
I'm glad with how these turned out. For a first attempt at a realistic vehicle, this was a challenging project but one that had taught me a great deal about gathering the right references to model from as well as various modelling techniques such as height map to normal map using the xNormal plugin to alpha mapping for decals. As well as this, I've also started to understand the technical aspects and requirements of UE3.
Thursday, 10 April 2014
Project Gantt Chart
To allow us to plan where we needed to spend our time on this project, we were given the criteria of creating a Project Gantt Chart.
This shows us how long we should spend on each task by giving it a start date and duration which calculates the end date for us. We can also link tasks together to make them mutually exclusive.
Below is the Project Gantt Chart for my project:
This shows us how long we should spend on each task by giving it a start date and duration which calculates the end date for us. We can also link tasks together to make them mutually exclusive.
Below is the Project Gantt Chart for my project:
Texture Gathering
Part of our project was to collect our own photos for use in the texturing stage and not to use any images of sites such as cgtextures.
While I collected several texture photos, I used only a few in the actual textures. These ones are shown below:
While I collected several texture photos, I used only a few in the actual textures. These ones are shown below:
The above 2 were used for the Vehicle texture
The above 4 were used for the Diorama
Diorama Texture
The next stage for the blockout was to texture it similar to what it looked like in the photo. After UV Mapping the diorama and taking the snapshot into PhotoShop, I began seperating the objects into several 512x512 textures. These were listed as Ramp, Floor, Warehouse and Container.
Shown below are the diffuse maps of these objects:
Shown below are the diffuse maps of these objects:
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