Monday, July 28, 2014

Unity laboratory

Okay this is a late one, it is my laboratory that i made for my first year's final exam in 3 weeks. 

Its made up of 7k polygons (could have been lower, but many edges were chamfered that day...)

 i split up the model in 3 sections: platform, middle and top to get more room for texture quality

Final version

Wireframe

Non-textured

Ambient Occlusion
                                   

 Each section have two textures this time: a diffuse with ambient occlusion on top, and a specular.

 In general the textures are made with level adjusting and a bit of clonestamp to minimize repetetion on the larger flat areas(like the platforms top) the green roof was made by taking a plain green color, put it on top of the level adjusted textures, and made see-through with overlay.

The specular was also made mainly with level adjusting and a sharpen filter to finish it off.

   Middle section

Platform section

                    Top section                    

  Storage crate
(yeah the last two were flipped in order, i have no idea why)





 lastly here's the reference i went after: it is the concept for a Gallente lab module from the game Dust 514, i take 0% credit for its creation.


that's it for now, thanks for reading.

Friday, May 23, 2014

3Ds max katana

Here's the katana i made for my week long trial exam:

final result.

non-textured version.


non_textured version with ambient occlusion map.


non_textured version with wireframe, total polycount is roughly 3,6k.


And here's the textures for it, one of the sword and sheath, and one for the stand, i kept them simple with a single ground color with a ambient occlusion map on top with an extra highlight for the blade's edge, then a fiber filter on the hilt and a wood pattern on the stand.



Programs used this time: 3Ds max 2015 for modeling, photoshop CS6 for texturing, xnormal baking an AO map and headus uv layout for unwrapping.

unity western city

Here's a few screenshot's of the western'ish city i made in our western scene project,
all buildings are built up by modules: wooden wall, wooden wall with window, wooden wall with door etc...






all textures for the buildings lie within one 2k texture atlas:


programs used were: 3Ds max 2014 for modeling, photoshop CS6 for texturing and unity 3D free for the scene itself.