Quick design this evening. Unity stuff.
Wednesday, December 18, 2013
Monday, July 22, 2013
Photo ref: Haze and Atmosphere
Over my camping trip this past weekend, I was able to get a few shots of Mt. Rainier under several different lighting conditions. These are the two best. Really great reference for haze through a valley of mountains.
Blue is about 5:30 and more sunset colored is about 8:00 I believe. Compression here sort of kills some color.
This was up in the Lost Lake area.
Blue is about 5:30 and more sunset colored is about 8:00 I believe. Compression here sort of kills some color.
This was up in the Lost Lake area.
Tuesday, June 18, 2013
Minimalism
Been exploring more of this minimalism based modeling and lighting scenes.
few more over at http://society6.com/artenvelope
Saturday, February 23, 2013
Color/Light
Sunday, November 4, 2012
Mountains
I feel good about the texturing process. This uses 1 texture set at 4096 that I brought down to 2048. 6k tris.
UDK
Maya/Paintover
WM test that I'm going to try and make next. *16 million here*
Thursday, November 1, 2012
Paint Update
It's been a while since I've updated. Been busy at work... good to get back and bust out some stuff. An awesome Seattle sky sunset inspired this. For a side project.
An alternate one I didnt really like as much so I stopped...
I then did some 20 min quick study of one of my favorites by: http://davidsketch.blogspot.com/
Wednesday, June 27, 2012
More terrain. Resolution fights.
I found that, generally speaking, I preferred the higher res one and it was worth my time investment. Keep in mind, a 4096x4096 res out of world machine will output a 16.7 million poly model. So have a plan for shrinking that down, or use the heightmaps and rebuild in mudbox.
(NOTE: I actually just import the model straight into Mudbox and rebuild from 16 million down to a target resolution...)
(NOTE2: If you use Chocos method of using the height map, then you could probably just render at 8k in WM, since the polycount wont matter at all. Just render it over night, because it will take a while)
(NOTE: I actually just import the model straight into Mudbox and rebuild from 16 million down to a target resolution...)
(NOTE2: If you use Chocos method of using the height map, then you could probably just render at 8k in WM, since the polycount wont matter at all. Just render it over night, because it will take a while)
Here is a small sample of the extra detail added.
Now there are a ton of ways to get more detail, I'm sure of it. This is just a test I figured I'd share with people. Along with some screenshots. Default night sky in UDK.
More later I'm sure. I've been having too much fun with this stuff.
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