Typically UnrealED’s BSP brushes are used to quickly block out levels, but I’m terribly slow at manipulating them into even the most basic shapes. I’m accustomed to Hammer’s brush-work tools, which··· Read this post >>
Here is the ambient occlusion bake for our Security Guard. This ZBrush sculpt model is more / less complete and our 3D freelancer (Eugene Ivanov) is moving onto creating the textures, starting with the AO seen here which he will use to paint the diffuse (colour) texture.
Now that Char is model-complete (she still needs to be posed and animated, which will take us awhile), I’m happy to reveal that Eugene Ivanov is the freelancer that’s been bringing her into 3D from +John Amor ‘s concept art.
Here is an early sculpt pass on our standard Security mob type.
The gloves and boots are incomplete, but the rest of the work here is almost ready for re-topology. Our 3D freelancer has been working quickly, he went through several iterations today until we settled on this variation.
We had a pneumatic tube message system at a place I worked (VGH) when I was younger. It was the coolest retro (damn near Steampunk) thing I’d seen. Placing messages and items into a glass tube bound in leather & brass casing, then watching the tube zip off with a pop and a hiss.
I love ambient occlusion bakes. They look so fresh, like the first snow of winter.
This bake makes Char’s eyes look creepy, but I rather like it. This is just a preview and our 3D artist points out that it needs lots of touching up. There’s enough charm in this image though, that ··· Read this post >>