Monday, 24 February 2014

dDo, NDo, Marmoset

As well as rigging the physics assets i've been running through tutorials for the dDo package including NDo and Marmoset render engine. I'm still playing around with Marmoset and i don't quite know why but my computer keeps crashing when i try to render maps out in dDo, it's a bit troublesome and i can't work to the level i'd prefer with this computer, but for now i'll keep practicing the basics until i get a solid job somewhere and can afford to buy a desktop PC.
I used XNormal to create the bump map, unfortunately the bars i were hoping would press out a bit more from the main chassis, but i thought it might do this, either way the flattened image looked pretty cool.

I was originally going to go for a more wooden approach, but the rusted steel bars really suit this model. I will probably go back and tamper with it, i also want to add more dirt to the canvas sheet that covers it, and might try adding opacity maps and perhaps some alpha planes to use as strings or rope holding the sheet on top.
All in all, as a first go using this technology it gave me less problems than i was expecting, still some stuff i want to try and play with in NDo, as this is my first tinkering with these programs and i want to see what i can do... annoyingly that does mean this project will take a little longer to finish, but i'll come away with more knowledge in the end so next time it should be super fast!
Excited to see this level of detail so quickly and hope it means i can quickly get an industry job and buy a real industry standard computer to play with!!! :D

Friday, 21 February 2014

Ragdoll and Ddo.

These last few days i was given the task of rigging the physics assets for the characters in UDK, essentially creating the constraints for ragdoll


I've also been modelling the wagon or 'prairie schooner' that i mentioned last time, it's now modelled and UVunwrapped, i want to start using a new program called Ddo for the texturing, so that's what i'll be learning this next few days.




 the canvas sheet will be made 2-sided, the wheels are there to show the full poly-count as i will use the same texture sheet on all wheels, although the front will be a slightly smaller size. the hardest part of this was working out how to make it look realistic whilst having the tongue and front wheels work together correctly. The tongue i designed as a separate object that moves independently (although pivoted as though connected by a screw)

Monday, 17 February 2014

UDK Refresh.

Took a lovely sunday off to catch up with some friends, but back to the grind. Spent a lot of the day playing with the Physics Asset Tool (PhAT) in Unreal editor as well as other things such as fracturing meshes. The lead at Fenrir requested i re-familiarise myself with Unreal editor as well as learn some new tools so that i'm up to speed when assigned my next task. The level editors' meeting will be at 11PM today (3PM in their American time) So i'll see what my next job is :D

Spent part of Sunday morning moodboarding for a Cowboy wagon (which i now know is called a Prairie Schooner). I decided i wanted to make a western scene in my spare time to add variation to my portfolio.


Also some quick UDK demolition physics tests
(first one i didn't apply a material to the inside)

Saturday, 15 February 2014

Older blogs

For the older blogs of my WIP please see http://philwelsh3d.blogspot.co.uk/

Time away-

Because of annoying problems with Google+ taking over the internet, it became difficult to use my other blog site, so from now on it will continue here.

Because i was working on a few different projects who i had to make sure were ok with me publishing details to my personal website, it has been hard to show what i've been working on.

To summarise, i have modelled a few assets for Fenrir studios, but due to staff resources i have been moved to working on level editing as a priority, and can help out with free time for modelling/texturing. This has meant spending my time understanding how to apply certain forces and physics mods to the props or 'actors' within udk and so i have little to show.
My work as a character modeller for GoreGaming has more or less ceased for now, as problems with the team showed that the programming side was not strong enough to carry on this project and there were many management issues which i saw as meaning the game would not likely be completed.
My work with the manipulators game has moved from props to 3d generalist as the previous character artist removed himself to develop 2d concepts further, as my experience in character modelling made it more efficient for me to take lead- and i will begin soon.

I have also been attending many networking events in my area -TGDN, AnimeX, Tees Refresh. to get to know more people in the industry, and seeing a friend XinZhao's website (XinZhao.co.uk) and her dedication to her blog, i decided i should continue diligently with this one as a record of my progression and hard work.