It's been a while. I've been super busy working on thesis, none of which I'm able to show yet. So I'll share something I made a while back in September.
It's a material that tries to emulate the material layering system that is present in next generation engines.
You are able to control how rough a material is, which is controlled through gloss that is linked to blurring of a cubemap. So if you were to want something like chrome, the reflection would not be blurry and the specular highlight would be smaller. If you were going for something like iron, the reflection would get blurrier and the highlight would be wider.
Next, I had it so that you are able to plug in a RGB texture mask to determine the individual material definition parameters of each material at a per-pixel level. Alternatively I had a procedural mask system for simpler assets (as well as save on a texture look-up) where you could simply place your UVs to one of 4 sides a square to determine their material.
It's all tied together by plugging in your normal and AO maps straight out of Xnormal. Further material detention can be controlled through tillable normal maps and gloss maps for a bit more wear and tear.
It's a pretty huge material network even with nodes nested in material expressions. End result was a pretty good prototype for cutting texturing our of the pipeline and saving lots of time.
Monday, November 25, 2013
Monday, August 12, 2013
Summer at Epic Games
I guess it's been a while. So this summer I interned at Epic Games, and it was an absolutely amazing time and TONS were learned. So the only thing I can show right now is how I got in, and I've been given permission to show my art test. For anything else, it'll have to wait until Fortnite is released.
Friday, May 17, 2013
Livestream
Will be livestreaming myself doing some high-poly modeling. Videos will remain up to show some of my process. First one up is nothing fancy, just modeling a modular chunk:
Link
Mainly hoping to look back on this and see how much of an improvement I've made in my modeling workflow.
Link
Mainly hoping to look back on this and see how much of an improvement I've made in my modeling workflow.
Saturday, May 4, 2013
2D Work
So this year I think my 2D skills have come a very long way and because of this my final 3D products have improved because there's less "designing on the fly". I am spending less time redoing things in 3D, which can get really expensive when you consider how much time it takes to redo in 3D. A thing I've stuck to throughout this year is to also do paint-overs of my pieces to test out things I might want to change in a piece or space. Try out different lighting situations or modeling challenges.
As a note, these pieces were done in very tight deadlines (as usual).
(preliminary concept for "Whale Town" that eventually evolved to its current state)
Sunday, March 24, 2013
Thursday, March 14, 2013
Saturday, March 9, 2013
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