Wednesday, August 20, 2008

Glass Finally

Sixteen days since my last posting might have you believing that I haven't been working on this map. Couldn't be more far from the truth. Had a problem with my glass not allowing light to come through for the past week and I was too artist like to take screen shots that way. I finally solved the glass problem by just importing a static mesh, applying my glass material to it and telling to not cast a shadow. Additionally I've done a lot of modeling of interior resources. Catwalks, Grills, Piping, Door ways ECT. Here are the results.





Monday, August 4, 2008

Textures

So here are two examples of the textures I'm using in the map I posted screen shots of yesterday. I made these by hand in Photoshop. Diffuse, Specular and Normal. I'm new at "from scratch" texturing but I think these are pretty good newbie attempts. Now bare in mind when viewing them they are compressed from 2048px Targa files to 800px web compressed jpegs.



My creation method seems to be sound its just painting technique I noticed I lack. I'm sure a wack-off tablet would make things easier but being a starving artist I don't have $100+ to drop on a decent one. I'm thinking of making a video tutorial for making spaceship textures from scratch once I'm done with this project and refine my methods.

Sunday, August 3, 2008

Unreal Engine 3

So I've been using Unreal Editor for years and I have to say it has come a long way since V1.0. Unreal Engine 3 supports Materials now instead of just textures meaning you can create all sorts of high resolution effects for surfaces. I've been making textures by hand for this map and let me tell you its time consuming. Each material has a Diffuse map, Specular map and Normal map. So far here are the results. Currently I am working on a DeathMatch map for Unreal Tournament 3. Here are some W.I.P screen shots from it. No models in the map yet.