Saturday, 21 May 2011

Final Screens

Wow so it's all done now, here's some screens of the finished level...








Sunday, 15 May 2011

Wheels on

Cars always look better with wheels, funny that...

GT3 Texturing

Quick WiP shot of my z4 GT3 texturing. It's coming along, only 1 1/2 days left now, I'm on track though

Saturday, 14 May 2011

z4 texturing WiP

A quick WiP post of texturing my standard z4. Exterior is done now and I'm moving on to the interior.

Whats on the box...

I've managed to get Video files to play on my TVs and screens now. I used a video converter called bink, which will convert most video files into a .bik file. Unreal simply reads this as a texture and when added to a movie texture node, it plays live on surfaces in game. Shimples.

Friday, 13 May 2011

Z4 Bake

The stock z4's now baked down. This one was trickier than the GT3, since it's lower poly, and was looking a real state at one point but again, after much tweaking with the triangles, smoothing groups and normal map itself, I've got it sorted. I don't like baking.

Gt3 Baked

So after much baking, mucking around and tweaking the Gt3 is baked down. This is a pretty monotonous process that I don't enjoy. I tend not to get on very well with the normal map baking in max, and since in max you really need to do the high poly first and then streamline it was out of the question. So I did it in Xnormal, and although at first it was looking a bit ropey, after a bit of tweaking in photoshop and changing the flow of the mesh by turning triangles it's looking better.

Combined with Laurens Corijns' Xoliulshader, and the sexy cubemap with fresnel reflections feature, I am a happy bunny...


GT3 High

And here's the high poly of the z4 GT3

High Polys

Well thanks to blogger I have to post my last 3 posts again...

Here is the high poly model of the z4. I basically took the low poly models and added edge loops to all of the hard edges, this stops everything from going blobby when you add turbo smooth.

I'm pretty pleased with the results and it should prove for some tasty normal maps...






Tuesday, 10 May 2011

Not at that checkered flag yet...

Uv'ing for the GT3 is done, it's a good thing the two versions have many objects that are the same, otherwise I'd be here all night.

Lights, Interior (apart from reinforcement pipes), wing mirrors, handles, roof and certain body parts are still the same, so no need to unwrap them!

I'm quite pleased with my work flow and amount of hours put in recently. Even though I let slack with the car it's all under control, and I've scheduled enough time to do it. I'm not going to lie, it's going to be a solid week of work but it'll be done at the end...

Monday, 9 May 2011

GT3

So today I've been modelling on my shiny new computer! It feels good to look at a 23inch screen after being stuck with a 16 inch laptop!

As a result my low poly GT3 is done. It took a while but I've got it down and I'm ready for a day of uv unwrapping tomorrow (woo).

Sunday, 8 May 2011

Sponsors galore!

I've done a couple more sponsors for the banners. It uses the same mesh and normal map, only swaped out the diffuse and squashed or stretched the mesh a bit to give a different shape to it.

Some quick details

Couple of quick things here, getting to the smaller details. Health and safety signs and some folded up cardboard boxes (using the existing texture)

Wednesday, 4 May 2011

It's getting close...

So the level's coming together now, still have a fair amount of things to do and tweak, but it's getting there