Friday, 24 May 2013

 Track props concept
Track props in Level
 Adjustment of colours, saturation and addition of dirt to blend them into the level
 Painting on Layers of dust, grime and mud in Mudbox
 2nd Truck texture painting

Wednesday, 15 May 2013


 1st truck in engine, simple base shaders
Paint-over concept for colour scheme and dirt/wear 

Thursday, 18 April 2013

Low Poly Rocks

 I have now baked AO, Normal and cavity maps for all rocks in xNormal, in addition i have baked in AO maps from max to get full range shadows. a range of noise maps have been used in the diffuse, as they add texture, but have no recognizable patters, keeping seams invisible. To build the low poly models i used decimation master in zbrush, i chose this as it keeps silhouettes more intact at lower tricounts than max's pro optimize. and also i wanted reasonably high tricount as these will be seen very close, so manually retopologing will have been too time consuming, also there would have been no benefit of a quaded structure.


Low poly, no textures

Monday, 25 March 2013

Foliage

For texturing foliage I've used a mixture of highpoly modeling/baking to get crisp clean normals, and photo textures taken by myself. for the trees I've made displacement maps from the normals using crazybump. I'm going to use these in cry-engine with dx11 tessellation to get some nice "gnarled" looking bark. for the trees I'm planning on vertex painting the leaves to get some controlled movement into them for a more life like feel.













Monday, 4 March 2013


After starting off painting a heightmap for a base, I worked into the sculpt using mudbox
 I used world machine primarily for its texture generating tools, but I also used its erosion function to create small scale gulleys and trenches.
Working from my own photos and Google earth I hand painted the diffuse defining materials such as heather, grass, stone and dirt. 
Terrain in Cryengine