Some more smaller assets that I will be adding to decorate the surrounding streets. I have been particular to only include assets that you would find in real life as I want to stay away from having pallets, tires and rubbish etc, just to fill up and area.
Wednesday, 18 April 2012
More assets
Some more smaller assets that I will be adding to decorate the surrounding streets. I have been particular to only include assets that you would find in real life as I want to stay away from having pallets, tires and rubbish etc, just to fill up and area.
Tuesday, 17 April 2012
Police Car Textured
Got round to finishing the police car texture and set up the shader for the reflection on the paint. I created a mask to mask out all the plastic parts. I also used a Fresnel node to make the reflection show around the edges as instead of evenly around the whole body of the car.
Saturday, 14 April 2012
Telephone Box
Just a quick asset I did today. Managed to find these near the train station in Leicester so I was able to gather lots of reference as it was one of the things I forgot to photograph on the London trip.
Wednesday, 11 April 2012
Second building
As I have been creating a collection of assets for the buildings I carried on my work of adding in the rest of the surrounding buildings. This one I decided to use house bricks to add variation to the textures I am using on the walls. From our trip to London we noticed that all the buildings were made from the same materials around the financial area of the city with the exception of a few that were closer to were the shops were.
To break up the flat tops of my bulding I will be creating bay windows like in the pic above.
My worry was that I may look to similar with the same wall textures even though I was creating different looking buildings.
To break up the flat tops of my bulding I will be creating bay windows like in the pic above.
My worry was that I may look to similar with the same wall textures even though I was creating different looking buildings.
Monday, 9 April 2012
Pub Progression
Managed to finalise the assets for the pub building that sits next to the bank. I ended up creating a mesh for the corner wall of the building as I was getting shading artefacts with bsp. I also reduced the cap at the top between the top of the windows. I felt that it was just to straight and bland that's is what lead me to add the top floor with the smaller windows. This broke up the shape of the building.
Friday, 6 April 2012
Glass Building
Created some more assets that make up the glass building that sits opposite to the bank. I used a reflection plane to create a real time reflection in the windows. Worked out pretty well. Still need to add some more detailing when I make some more assets for the buildings. You can also see I added the street lamps.
I used to normals from the water to create the rippled effect in the reflection. This did the job and saved me some texture space by not having to create a separate texture.
I used to normals from the water to create the rippled effect in the reflection. This did the job and saved me some texture space by not having to create a separate texture.
Tuesday, 3 April 2012
Plaza Floor
Decided to go with a cobble floor for the plaza area. One that i liked the most from my reference was from our London trip but the picture wasn't the greatest for creating a texture so some editing was in order
Original
Texture
Added some variation into the bump map to make the bricks uneven. Also the grout was very dark in the picture so I create a mask by painting out the grout areas and lay a texture underneath. This help the normals read better and make the cobbles look raised out of the ground slightly.
I made the edges of all the bricks catch more light in the specular also to enhance the normal map details.
Original
Texture
Added some variation into the bump map to make the bricks uneven. Also the grout was very dark in the picture so I create a mask by painting out the grout areas and lay a texture underneath. This help the normals read better and make the cobbles look raised out of the ground slightly.
I made the edges of all the bricks catch more light in the specular also to enhance the normal map details.
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