Our last day before the christmas holidays. I have two jobs for the holiday period and I know that my version of Maya at home isn't compateble with colleges, so not much work may be done. We shall have to see.
Unlike with the previous break, I may not include the next two weeks in the project day count.
Friday, 21 December 2012
Tuesday, 18 December 2012
Collab Project 2- Day 36
I tried to create some normal maps for the bed, door and candle, but I wasn't happy with how they turned out so I left them for now.
Monday, 17 December 2012
Collab Project 2-Day 35
Altered the new candles flame with help from Simon.
Once that was done I sorted out the UV's for the bed and textured it.
Friday, 14 December 2012
Collab Project 2- Day 32
Decided to redo the candle as I felt it was too angular. This increased the poly-count of the object, but if the candle is too angular it wouldn't look right, so when modeling game res models, you have to balance appearance with poly-count. This is why normal maps are quite usefull.
Also on a spur of the moment I quickly made a single page. This can be used through out the map just as added details and to perhaps show wind blowing. It's simply a single plane, with a texture with an alpha applied to it.
Thursday, 13 December 2012
Collabe Project 2- Day 31
Started to make a basic bed. The school our game is set in is a bording school so the upper floor will have sleep areas. There will be two kinds of beds: a simple one for the kids, and a grand four-poster for the teachers.
Tuesday, 11 December 2012
Monday, 10 December 2012
Thursday, 6 December 2012
Tuesday, 4 December 2012
Collab Project 2- Day 23
Monday, 3 December 2012
Collab Project 2- Day 22
Having got some good UV's for the table done on Friday, today I tarted to detail it in ZBrush. Using a slash brush, similar to the one I used to create the hair in the previous project, I tried to create a wood grain effect on the table.
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| Plank used for reference |
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| The ZBrush process |
One I had finished I asked Simon to help me with creating the normal map to apply to the basic mesh in Maya, having never done it before.
After some slight confusion with the normal map (turned out it was upside down) I applied it to the table alond with giving the material a brown colour. I may decide to create a full texture for it later, but I think it looks quite good already.
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| Maya render of the finished table |
Uing the normal map on a model helps give the appearence of detail, but acts like a texture and doesn't add the the models poly-count. This puts less strain on the game engine and it can run faster and smoother.
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