Tuesday, November 26, 2013

Senior Project II - Week 9

Some more substantial updates to make the environment feel more believable, cables and wires, pipes, decals, the generator is more complete, more textures baked down from a hi-poly, greeble, supports.

The next update will probably cover some adjustments to the assets in the back portion of the environment, I'll work on some more decals, some lighting adjustments and general refinements.

Tuesday, November 19, 2013

Senior Project II - Week 8 - 2

Quick update, some more light adjustments (I tried to have some kind of "marquee" with my lights), started working on the generator, and refined more meshes and textures.

Thursday, November 14, 2013

Senior Project II - Week 8 - 1

The lighting has been completely redone, I added some place holder spotlights for some static meshes I'll be adding.
I had to add extra geometry to the consoles, so I had to rebake its normals and retexture some stuff, I lowered the brightness of the screens so they wouldn't overpower the composition and made some adjustments to the modular metal material to make it more believable.


Tuesday, November 12, 2013

Senior Project II - Week 7 - 4

I started populating some areas with beams and wires to make the environment more believable, I toned down the color of the liquid, I think it works as a diffuse better instead of an emissive.

I think I might have to tone down the brightness (and/or lower the opacity) of the holopanels, I'll consider that after getting some feedback since it's good to have some fresh eyes look at the environment. I feel like they'll be guiding the player to the generator along with the emissive on the floor, but the current brightness might be too intense.


Senior Project II - Week 7 - 3

Another update. This one was focused around the area next to the pit, the new railing is fully textured and is using both a new material baked from a hi-poly and a modular metal material for the railing thanks to the implementation of submaterials.
Light works as intended now, assets have this light source coming from below that helps them blend with the environment, the shaders for the liquid inside the chambers were completely redone.
Finally holographic screens were implemented after setting a complex shader with a bunch of bump offset nodes and other neat features, I got some feedback regarding this so I'll improve these some more.

The floor's shader also uses two textures with bum offset, one has an emissive material.




Monday, November 11, 2013

Senior Project II - Week 7 - 2

After last class' critique I thought it would be a wise move to invest some time researching on hand drawn textures, I found an excellent tutorial for metal so I gave it a try, and these are the results. The material features a detail map and a proper specular map, some research was necessary to find out that textures require certain adjustments to achieve the same specularity as the one in Max's viewport (Most of these are related to the specpower node).

The texture is a modular material that's used in various assets through the environment, the  ladders, a new piece of railing. Textures and shaders are being adjusted, lighting is close to final. The next update will feature a more complete view of the environment.


Friday, November 8, 2013

Senior Project II - Week 7 - 1

Some big adjustments to the scene, since the cloning chambers are so important and detailed they were moved closer to the camera (The camera was adjusted too, it did wonders to give me a fresh and new perspective of my scene), at the same time most of the main lighting adjustments were finally finished thanks to various tricks and feedback from my instructors, the chambers have that small light, so the mesh will be adjusted to emit a light from the emissive map, the left side being slightly dark isn't much of an issue right now. Some other details from the mesh are being tweaked thanks to some valuable feedback (I'll move the placement of the light, add some more plates and a small control panel), the spotlight inside the chamber definitely makes the figure much more visible.

Also, due feedback I'll be replacing a couple of assets and reworking the textures (I found great pieces of concept art that will help me quite a bit), updates will follow shortly since I'll be working the entire weekend on this.

On a minor note, I heavily adjusted the shaders for the cloning chamber, it's easier to appreciate the distortion in real time, the opacity and some nodes were adjusted to make the color blend with the rest of the environment some more, there's still some minor adjustments to be made.


Tuesday, November 5, 2013

Senior Project II - Week 6

More updates on the scene, I was focused on finishing the left side of the environment (Not counting the tweaks required for the chambers) but I'm feeling kinda burnt out from working on the scene. I replaced the pipes (And populated the top part with them, I'm not too fond of the pipes that have an alpha map, they look good when there's movement but when I look at them on a still picture they're not as impressive), fixed the issue with the translucency with the glass panels, added some support to the pillars and pipes behind the chambers and I tried to find a way to hide the seams.

I toned down the fog volume as suggested and added a basic 3 point light system around the generator (The meshes are there, I just realized that they're being covered by the railing so I'll move them around).
I'm not entirely sure if I want to keep the platform around the generator, I might add something else instead to make the area more interesting.
The area around the generator is being textured next since the current texture is too clean, I'll probably add some support pillars to break up the shapes.

I'm not sure about the color balance of the scene either, I have a bit of red to draw attention to the storytelling element of my scene, and then greens and blues, and then some neutral colors on the rest of the scene with some yellow but then some of my fill light has a purple hue so I've been experimenting with some lighting settings.