Back and front shot. Still a newbie at lighting and
rendering/materialing in Unity. Assets are screen grab from Unity. Hand
painted the texture and none-dynamic
shadows. This is the diffuse map with some point lights and directional
light.
So
here are the UV's with the painted shadows and cleaner texture. Though,
I think I could still make the details sharper. I'm going to call this
done, as it is only a background item in my scene. I'll be doing a
surfer board and palm tree next. Then finish it all off with a tiling
sand texture and some reeds or something.
You can download the current version of the bench and it's texture at >> videogame-loots.weebly.com/fre… << for no cost.
There is a 3d preview if you click on the image above the download file.
Thank for viewing!
Wednesday, November 19, 2014
Thursday, November 13, 2014
Bench Wood - Color - WIP 03
Screen grab from blender once again. I've been at work every day so I've
not had much time for this between getting home eating and passing out
in prep for work the next day. But the asset is progressing slowly.
I am trying to break my habit of starting projects and not bring them to a full polished finish, so this one will for sure make it all the way to a stand alone unity presentation . As well as a tentative multi-asset scene. =P
This is of course for practice to take blender through the "full" lowpoly asset workflow. That being a low poly and all of it's maps. I've been heavily considering doing a few level of detail models for kicks. Even though this mesh is already really low poly.
I did play around with adding in some more polys here and there to make the bench look less rigid but ended up just leaving it as is. Perhaps in future installments of seating props I'll do a high to low poly workflow but, for now I'm just going to paint on the normals with a height map ala Photoshop nvidia filter. And finish off the diffuse and spec maps as soon as possible.
I've got the base photo textures in place and looking more or less the way I want. So now I'm going to paint over it and clean up the grainy photo texture. Then I'll do the spec/gloss and normal map. The plan is to have this be part of a small 6 asset or so beach scene.
I would like to start a legit and organized shop soon. But i'll wait on paying for the service until I have at least 10-20 assets ready to go, and or a small scene of cohesive assets.
Anyway Thanks for continuing to view my progress, don't forgot to visit my shop and pick up the bench! See you next time, and come again soon!
You can download the current version of the bench and it's texture at >> videogame-loots.weebly.com/fre… << for no cost.
I am trying to break my habit of starting projects and not bring them to a full polished finish, so this one will for sure make it all the way to a stand alone unity presentation . As well as a tentative multi-asset scene. =P
This is of course for practice to take blender through the "full" lowpoly asset workflow. That being a low poly and all of it's maps. I've been heavily considering doing a few level of detail models for kicks. Even though this mesh is already really low poly.
I did play around with adding in some more polys here and there to make the bench look less rigid but ended up just leaving it as is. Perhaps in future installments of seating props I'll do a high to low poly workflow but, for now I'm just going to paint on the normals with a height map ala Photoshop nvidia filter. And finish off the diffuse and spec maps as soon as possible.
I've got the base photo textures in place and looking more or less the way I want. So now I'm going to paint over it and clean up the grainy photo texture. Then I'll do the spec/gloss and normal map. The plan is to have this be part of a small 6 asset or so beach scene.
I would like to start a legit and organized shop soon. But i'll wait on paying for the service until I have at least 10-20 assets ready to go, and or a small scene of cohesive assets.
Anyway Thanks for continuing to view my progress, don't forgot to visit my shop and pick up the bench! See you next time, and come again soon!
You can download the current version of the bench and it's texture at >> videogame-loots.weebly.com/fre… << for no cost.
Monday, November 10, 2014
Bench Wood - Color - WIP 02
I think since the stock image I pulled for the color texture is so low rez I'll do a paint over of it to clean / crisp it up.
here is a sample to look over in the round.
here is a sample to look over in the round.
Sunday, November 9, 2014
Bench Wood - Color - WIP 01
Work in progress screen grab of the color map for the bench.
Edge padding of 1 pixel an island and 4 pixel spacing between each island. All islands are lined up to a pixel. The color map is 512x512.
viewport screen grab (shadeless)
Edge padding of 1 pixel an island and 4 pixel spacing between each island. All islands are lined up to a pixel. The color map is 512x512.
UV layout
Tuesday, November 4, 2014
Wood Bench
A quick model for a block-in of a beach scene. You can download the model here. >> wood bench <<
All level of detail models in the beach folder
wires
estimated distance of the level of detail models.
Monday, October 13, 2014
Housing Transition
Hey! So I've been shuffling for a new place to stay recently so art updates will likely be periodically slower to none existent until mid November. I will do my best to keep some art coming down the line. Hopefully if things aren't too rough the lack of time will make me supa productive, or I can hope at least. =P
Friday, October 10, 2014
Fantasy Shield WIP 4
Trying to work out my school schedule and materials so not much time spent on the texture unfortunately.
Tuesday, October 7, 2014
Fantasy Shield WIP Update
Think this is the final style direction for the color texture. Much more of a hand painted world of Warcraft or wildstar look.
I'll hopefully be finishing up the color map for the front tomorrow and the back soon after. Then I'll start on the specular map.
I'll hopefully be finishing up the color map for the front tomorrow and the back soon after. Then I'll start on the specular map.
Monday, October 6, 2014
Site Design Changes
Hello! So I was toying around with providing more information on the shop I added a little ETA progress bar and asset preview on the new "NEWS" navigation tab. Kinda to let everyone know I'm alive and assets are being actively developed.
I'm also playing around with how to deliver item orders and accept payments. A threw in some placeholders for the system I might use if I can't afford the digital shop upgrade monthly price. It is a little to round about for my tastes.
I'm also playing around with how to deliver item orders and accept payments. A threw in some placeholders for the system I might use if I can't afford the digital shop upgrade monthly price. It is a little to round about for my tastes.
No development imagery tonight so here is a material study instead!
Saturday, October 4, 2014
Shield Hand Painted Texture B
I think I might settle on the current texture for the shield, and start doing the back.
Starting to get more comfortable "painting" so we will see if I come up with a technique that yields a more appealing texture before I'm done touching this one up.
Starting to get more comfortable "painting" so we will see if I come up with a technique that yields a more appealing texture before I'm done touching this one up.
Shield Textured A
A work in progress of the shields texture. Going for a hand painted look for this one.
Sort of forgot to save progressive development stages. But here was my base color.
(click image to enlarge)
Sort of forgot to save progressive development stages. But here was my base color.
(click image to enlarge)
Friday, October 3, 2014
Shield Unwrap
Going to see if I can get this one painted tonight. Not sure what the details are going to be yet.
Here is the unwrap.
Here is the unwrap.
(click image to enlarge)
Monday, September 29, 2014
Learning Curve - Unwrap
I was practicing unwrapping in blender a few hours ago thought I'd post
the packing. Everything is more or less at the same pixel resolution.
The islands might be a little tight for the intended 256x512 texture
map.
I'm trying to split my time between getting better at the arts and learning blender so I can get back up to speed on my 3D modeling, rigging, est. Though I'm not doing a great job as blender is getting most of my time.
I'm trying to split my time between getting better at the arts and learning blender so I can get back up to speed on my 3D modeling, rigging, est. Though I'm not doing a great job as blender is getting most of my time.
Monday, September 22, 2014
Warming Up With Blender
As stated in my "The Plan" post I will be doing my works in blender. I've been doing a couple of models to get warmed up and use to blender. I primarily use maya and max so blender is a strange beast for me.
Here is a preview. This one will be free when I'm done I think.
Here is a preview. This one will be free when I'm done I think.
Sunday, September 21, 2014
The Plan
This is a blog that will shadow the production of assets for my video game loots "store" where I'll be uploading both free and paid(maybe) 3d and 2d assets.
I know there are already a lot of free models that are of a high quality. But, I figure why not also toss my hat into the ring and see if I can provide something that perhaps is not readily out there?
So here is what I'm thinking will probably be the "quality" difference between a paid and a free model.
The chibi angel will probably be the first model on the store page. As it is almost complete. I am still not sure if I will provide rigs and animations for all my models. There is a high probability that I will at least do up a basic rig for each.
The file formats I will provide are all blender exports; Collada (.dae), Stl (.stl), 3D studio (.3ds), Autodesk FBX (.fbx), object file (.obj)
If I ever get maya and or 3ds max I will also provide those formats maya (.mb), 3ds max (.max)
What kind of range can you expect stylistically and genre wise? That is a variable answer I am more than happy to do any sort of game asset be it a real time strategy (rts) building, a high definition race car, a sleek high tech biped of destruction (a.k.a. armored core), environmental assets you name it.
How often will new assets be uploaded? As quickly as I can make and test them out in engine.
I will mostly be doing quality assurance of assets in Unity, I might do so in Cry or UDK as well. I'll probably have a statement with the asset if I have had a chance to test it and which engine it was tested in. Might even do video of the asset preforming in engine.
Terms of use and ownership, I do not really have a lot of experience with this so I'll probably go by the seat of my pants.
Here is my thoughts on how I might go about it.
Most if not all free assets would be royalty free to use in your production so long as you give credit to me and perhaps provide a link to the asset on the store. Oblivious taking my free assets and selling it would be a no, no. As well as taking my asset and bundling it with other peoples assets and selling it. Basically don't be a bad person and take advantage of other peoples generosity for personal monetary gain. paid assets would probably follow the same guidelines as the free, being that you own the asset for your production and cannot redistribute the asset as a means of monetary gain. As for who owns the rights to the asset I'm thinking that would be me as selling of rights seems very complicated. Getting into legal tangles is not my idea of fun.
What will be the price range of assets? That will depend on the market prices for assets but in general I try to price assets that will be used by an unknown amount of people at a low price point for wider accessibility. Custom assets may be much more spendy.
Will you have customer support? I'm one dude so I will have general support. Probably in the form of an FAQ forum. If I don't get flooded with email I may do personal support to a reasonable and limited degree. Meaning I will do my best to give guidance if there is a problem with my asset in your project. However, if there is a problem with your project setup that is causing my asset to misbehave that will be out of my support scope.
How will asset organization be handled? Given the service I'm using to host my store probably a folder system. Going from a large general category to a more specific one. It's not beautiful but it's what I got.
Here is n mockup example of the sorting I'll probably do.
(update, it's no pretty but I think I may have come up with a geddo fix for quickly finding the assets you need. Search Engine)
Characters
Thank you for reading. If you have any questions please feel free to leave a comment.
I know there are already a lot of free models that are of a high quality. But, I figure why not also toss my hat into the ring and see if I can provide something that perhaps is not readily out there?
So here is what I'm thinking will probably be the "quality" difference between a paid and a free model.
(Paid Example)
(Free Example)
The chibi angel will probably be the first model on the store page. As it is almost complete. I am still not sure if I will provide rigs and animations for all my models. There is a high probability that I will at least do up a basic rig for each.
The file formats I will provide are all blender exports; Collada (.dae), Stl (.stl), 3D studio (.3ds), Autodesk FBX (.fbx), object file (.obj)
If I ever get maya and or 3ds max I will also provide those formats maya (.mb), 3ds max (.max)
What kind of range can you expect stylistically and genre wise? That is a variable answer I am more than happy to do any sort of game asset be it a real time strategy (rts) building, a high definition race car, a sleek high tech biped of destruction (a.k.a. armored core), environmental assets you name it.
How often will new assets be uploaded? As quickly as I can make and test them out in engine.
I will mostly be doing quality assurance of assets in Unity, I might do so in Cry or UDK as well. I'll probably have a statement with the asset if I have had a chance to test it and which engine it was tested in. Might even do video of the asset preforming in engine.
Terms of use and ownership, I do not really have a lot of experience with this so I'll probably go by the seat of my pants.
Here is my thoughts on how I might go about it.
Most if not all free assets would be royalty free to use in your production so long as you give credit to me and perhaps provide a link to the asset on the store. Oblivious taking my free assets and selling it would be a no, no. As well as taking my asset and bundling it with other peoples assets and selling it. Basically don't be a bad person and take advantage of other peoples generosity for personal monetary gain. paid assets would probably follow the same guidelines as the free, being that you own the asset for your production and cannot redistribute the asset as a means of monetary gain. As for who owns the rights to the asset I'm thinking that would be me as selling of rights seems very complicated. Getting into legal tangles is not my idea of fun.
What will be the price range of assets? That will depend on the market prices for assets but in general I try to price assets that will be used by an unknown amount of people at a low price point for wider accessibility. Custom assets may be much more spendy.
Will you have customer support? I'm one dude so I will have general support. Probably in the form of an FAQ forum. If I don't get flooded with email I may do personal support to a reasonable and limited degree. Meaning I will do my best to give guidance if there is a problem with my asset in your project. However, if there is a problem with your project setup that is causing my asset to misbehave that will be out of my support scope.
How will asset organization be handled? Given the service I'm using to host my store probably a folder system. Going from a large general category to a more specific one. It's not beautiful but it's what I got.
Here is n mockup example of the sorting I'll probably do.
(update, it's no pretty but I think I may have come up with a geddo fix for quickly finding the assets you need. Search Engine)
Characters
- Humanoid
- Alien
- Monster
- Weapons (clubs, blades, bows, guns, missiles)
- Armor
- Accessories (jewelry, clothes, eye ware)
- watercraft
- landcraft
- aircraft
- spacecraft
- Architecture (buildings, furnishings, artificial props)
- Wildlife (insects, fish, birds, beasts)
- Plants (flowers, bushes, trees)
- Terrain (rocks?)
Thank you for reading. If you have any questions please feel free to leave a comment.
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