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Showing posts from May, 2014

More Debris

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Test run of the pile in UE4 with DX11 Tesselation, going to add individual wood pieces, rebar and rubble to layer it up more though the DX11 stuff is working well The maps used for the material and preview in UE4, maps are albedo (with baked AO) , normal, AO, height Here it is in Maya, looks like a pile of ....

A pile of ...

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Quickly put together a pile Real time preview (Substance) The texture in Zbrush

Zbrush Debris

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Debris action, polypainted

To do list

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Came up with a bunch of small to do list, more like nit picky things but will eventually get to (I hope)

Paint over

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Been afraid to tackle the plane crash, so did a few concepts for what it could eventually look at, I apologize for my crappy concepting skills

Switching to Substance

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Decided to recreate all my textures using Substance Designer, about 90% of what's here is all procedural materials Just experimenting with a couple different shots and changed the angle of the plane to read a bit better

Experimenting

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Decided to take the Zbrush approach to the pillars, but they ended up looking like swiss cheese Making the scene a bit more interesting Broken glass test, still not quite there

Moving to UE4

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Moving everything over to UE4, huuuuge difference

Material Tests

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Early material tests, trying out Zbrush tiles with dDo for texturing My mega UBER material with way too many controls and apparently too many instructions...

Scene blockout in UDK

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Blocking out the main shapes with BSP in ol' UDK, did a quick material sheet aswell