Sunday, 29 May 2011

Sword and Shield Texture Comparisons

Tests to see how efficiently texture space was saved:

Saturday, 28 May 2011

Sword and Shield Prop

I've set myself a target to create a game prop piece or generally small CG model every 1-2 weeks. Its definitely a challenge as I'm working full time during the day and only have a few evenings free a week.

With this prop I set myself an extra little task: to waste as little UV space as possible. This should always be a priority but I really wanted to nail it. Getting textures to look good at 1024 x 1024 is my main task. A small polygon budget is also something I'm aiming for.

Here is my result rendered with a map resolution of 4096 x 4096 (Large I know but I really wanted something to compare lower map renders to.) I'll update with more images, including lower resolution maps tomorrow morning. Final Polygon count for both Shield and Sword was 960 tris.

Friday, 13 May 2011

Gun Transformation test

Transformation_Test_01 from Daniel McCarthy on Vimeo.

A quick test displaying two different modes of the gun I've created.
Ammunition clips have been excluded for the time being.

(Zdepth cuts out early, will be corrected)

Saturday, 7 May 2011

DW V Gun progress_04

Not quite finished yet but here's some renders without the ammunition clip or energy cell. About 3k tri's in total.
Textures are pretty much finished although I'm yet to do a specular map. I've used a few different lighting set-ups. I think the 2nd lighting set-up definitely helps show off the normals better.

This is just me fooling about but I quite liked the result. - In game? =P Tempted to put it in UDK now!

Wednesday, 4 May 2011

DW V Gun progress_03

High res from Maya:

High res Zbrush detailing:

Zbrush Texture experiment:

Low Poly texturing, taking inspiration from the art-style in the game 'Borderlands':