Friday, November 7, 2008

Docking Bay Touch-ups

Hey I just wanted to post some pics of the docking bay. The only thing that really needed to be fixed was importing the collision model and fitting it to the mesh, and then fixing the lighting for the most part. The screens were taken in the editor, as there's still the problem of the starting point killing you instantly.

Either way, the collision is imported, and you can see some lighting updates here. I'm having the same problem roberto is with the textures looking low-res, even though they are mostly 4096 textures. I'll try to fix it in class.

~Jason S.








Monday, November 3, 2008

Mail Room in Unreal

Just wanted to put up what the Mail Room looks like in Unreal.

As you can see, there are some lighting issues on the lower section of the central column. I tried putting lights around the base with multiplier, err, "brightness" settings of 200 and those shadows were still there even though it looked like the sun was in the room. I also think the textures look worse in Unreal than they do in Max. There's this strange pixellization going on around the designs on the walls. -__-; Compare them to the screens in the post below.


On a brighter note, I got the emissive channel working on the lights and teleporter, but unfortunately my computer's video card isn't showing what it looked like at school. The glow around the teleporter and lights on the ceiling was a bit stronger, and the teleporter had a yellowish color to it (not white).


dinner.

Saturday, October 25, 2008

Normal Maps in Observation Deck and Mail Room

I got carried away with the importing and emissive mapping and stuff yesterday and forgot that I never posted my stuff on the blog. ^__^; I was Normal Bumping™ my rooms last week, and here's what they look like in Max. :3


Mail Room

Observation Deck

squadala!

Friday, October 24, 2008

Normal Mapping Docking Bay/Comm Room

Did some Normal Mapping fun, here is some scenes with a light added in just so you can see the effects. These effects were added to the Communications Room:


And the Docking Bay area:




~Jason S.

Friday, October 17, 2008

Observation Deck: Retextured!!!111!one!1

Title says it all. :3
The emblem thingies are blue now, the textures are sharper, and some other stuff.


Oh yea, and the ceiling's different.



hey folks,


i just wokred on NegaJoey as well a s the normal and specularity for the assets of the surreal room. I think il will develope the Negajoey some more as well as some more assets.




George

Slight touch-ups (Docking Bay/ Communications Room)



Hey I added some slight tweaks to the Docking Bay mostly, just giving it some of George's textures so that it works better with the rest of the rooms fitting together in style. I also added some dodge and burn here and there. I know were going to be adding lighting, but it never hurts to touch up areas and help accentuate the shadows/lights of a room.

But anyways yeah, that's what I did this last week.

~Jason S.