Posts Tagged ‘ 3d ’

Tower Light Generator

With the hand painted warhammer house being called done, I’m switching gears to current gen stuff.  I’m probably going to be doing some environments in the coming months, but before I start on those I’m going to make a small asset to iron out any wrinkles that I have when it comes to baking normals.

Below is my current progress.  I had to bake two different normal maps in Maya and combined them in order to get good results in the viewport.  One was baked using geometry normals and the other surface normals (you can find the option at the very bottom of the transfer maps window).  Geometry normals gets you smoother edges while distorting the bake on the surface of a face while Surface normals does the opposite (you have to of course make sure the normals and UVs on the low poly are set properly though) .  By combining the two maps, you get the best of both worlds.   I’ve tossed a test obj using this method into UDK and the normals seem to look fine.  Fingers crossed when I throw this asset in.  *Yawn*

Oh I also got the chance to model my first high poly tire, something that I’ve kept pushing back.  The effort was definitely worth it.


Warhammer Fantasy House Update 3

Calling doneski on this little project.

Onwards to the next battle!!

Warhammer Fantasy House Update 2

Another update.  Created and applied decals and added geometry to the stone and the metal spikes on the roof to break up the silhouette.

I think I’m pretty much done with the textures and model.  Next thing to do is bake out an AO map for the second UV set and and this baby in UDK!

Warhammer Fantasy House

Practicing my environment/asset art skills.

Found this concept for Warhammer Online.  The model isn’t done yet but it’s far enough for me to start creating the tiling textures.   Going hand painted (WoW, Warhammer Online, Dark Millenium, etc.)  More soon.