Progress Update September

Thursday, September 15th, 2011

Hello folks. I’m sorry I haven’t updated my blog recently, I have been quite busy on many things, life stuff as well as the dim3 project and another project.

I’m trying to focus on replacing one particular thing at a time in the dim3 demo, and also on speeding up my workflow. I recently purchased a fantastic Windows only tool called “Marmoset Toolbag”. It allows me to import models, and then assign my diffuse, normal, and spec textures, and then work on them with PS. I can rotate around the model and easily view the spec and normal in real-time, as well as change lighting and add new lights easily. When I save changes in PS, switching back to Toolbag instantly reloads the textures so it makes my workflow quite smooth. It’s very easy to use, and is invaluable to me for working on models that use spec and normal. It’s also quite nice for previewing most any model due to it’s built-in lighting presets which look fantastic, and save me time as I don’t have to setup that stuff in Blender.

I will be showing more models and stuff at a later time, specifically from the Toolbag viewport. Keep an eye out for that!

Progress progress…

Sunday, August 21st, 2011

Lots of work on the dim3 Demo project, but nothing flashy to show. I’ve finished UV mapping and basic texturing the Marine/Player, created the pickup version of the AR, and a health pickup, added a bunch of new interface things as well as a redesigned interface appearance. I’m getting very close to being able to playtest with some of the new guns and the new bot AI Brian has made. I’ll post screenshots of all that when it starts shaping up. For now, please be patient, as I will have cool things to show in due time.

Bakity Bake

Wednesday, July 27th, 2011

AR with baked normal map, tweaked UV, and AO texture. Comp pic.

Revised Assault Rifle UV Complete

Tuesday, July 26th, 2011

Finally finished the UV for the assault rifle. Quite a task, but very straightforward. I should do a tutorial on it sometime. Anyway, it’s on to AO and normal baking, and texturing.

Revised Assault Rifle UV time!

Wednesday, July 20th, 2011

Well I finished the low poly, which sits at around 2800 tris, now it’s time to UV map this puppy!

AAAAAAAAAAAH…..

Revised Assault Rifle FINAL Hi

Wednesday, July 13th, 2011

I’m sure there are improvements to be made, but I’m going to go ahead and move on to other things.

Revised Assault Rifle 2

Wednesday, July 13th, 2011

More progress on the AR. I changed the stock, and now I’m working on changing each base section to high poly.

Revised Assault Rifle

Tuesday, July 5th, 2011

Well I decided I hated my current assault rifle design, mainly because it is stock heavy, instead of receiver, or forward heavy (which I greatly prefer), so I dug through a bunch of old AR designs in my art books, and came across one I liked. I’ve spent a few hours blocking it out in low poly, and I think it’s going to turn out well. I’m still struggling with finding good ways of adding detail that is easy on the eyes. So far it’s going pretty well.

Revolver UV and NMap

Thursday, June 30th, 2011

Many apologies for the delay in posting folks. I recently upgraded to a new computer, and spent quite a while getting things all setup.

I started doing more work on the revolver and hand model recently, and I’m happy to say I have the new hand fully rigged and partially textured, and I have the revolver UV mapped with new normal map bakes. Check it out!

Dim3 Demo Update

Saturday, May 28th, 2011

Quick update on the dim3 demo. With the help of Johan, I’ve almost completed all the high poly models for the 9 weapons in the dim3 demo. Most of them have low poly versions already, and some are UV mapped, and some are textured (roughly). Progress is being made slowly but steadily.

EDIT: Here’s a pic of the high poly weapons. The rocket launcher of kind of a homage. :)