woensdag 25 juli 2012
donderdag 19 april 2012
woensdag 18 april 2012
woensdag 4 april 2012
Environment progress
3 more shots of our environment. We are still playing with color. Meanwhile we are still building many parts of the road so they are finished soon. We keep you updated.
dinsdag 3 april 2012
maandag 19 maart 2012
Filling the environment
The moment has come that we need to produce many assets. We are creating some buildings for the village at the moment and also props like electricity poles, logs, fences and many more. We keep you updated of the new models that will be created for the map.
zondag 18 maart 2012
Environment Update
We are slowly making progress on the environment. I just finished the water shader. The next step will be to fill up the environment with buildings, props, trees and many more objects.
woensdag 14 maart 2012
vrijdag 2 maart 2012
woensdag 29 februari 2012
maandag 27 februari 2012
Audi R8 Texturing
The audi is making slow progress but we will get there. I'm currently busy with the textures. The interior still needs to be unwrapped before texturing. Hope you like the screens.
vrijdag 24 februari 2012
Audi R8 Wheel
I wanted to try out and bake some smaller part of the car so I unwrapped the wheel and rim and baked them into several textures. This is the result. A wheel with a normal map and color map (ambient occlusion, cavity, soft edge maps and base color)
Soon there will follow more updates.
dinsdag 21 februari 2012
woensdag 15 februari 2012
maandag 6 februari 2012
zondag 5 februari 2012
Mountain Update
The lighting is just crap and the textures of the mountains need some work too. Also the mesh of the mountains could save us some polys perhaps. But the mountains combined give the desired first result.
The next step will be to import the base center of the race track and looking if we could create a solid base for the lighting.
The next step will be to import the base center of the race track and looking if we could create a solid base for the lighting.
vrijdag 3 februari 2012
Mountains
For the terrain we use some variations of mountains we generate with the help of Wolrd Machine. Those mountains will be vissible in the background of the level.
The next step will be to create a colormap for each mountain and retopolygy it into the right amount of polys. We keep you updated.
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