Buildings part 2

After repeated attempts to get one building into Mudbox, I decided to leave it and texture the whole scene, however, the textures came out distorted.

I tried to use the normal texture maps from blender, but Mudbox kept giving me a message that the UV Map was wrong. In the end I imported the whole thing from blender into unreal and placed a stone wall texture on it.

The trouble after that was trying to get the buildings onto the grass steps correctly. No matter how many times I re-sized the buildings or the terrain, I kept getting the same result, where some of the building would float in mid air.

I went back to blender and this time managed to import each building separately.

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Whenever I became frustrated with the buildings, I would try and improve the terrain.


Running into Issues

Now, I’m having trouble trying to import the grass steps as a mesh into mudbox in order to paint textures. I get all sorts of warning message about degenerated faces or too many edges. I look up all the error messages and try to fix them by using the clean up tools in Maya and correcting the UV layout.

I am going to keep trying to correct the mesh, but if it doesn’t work out I will need to try something else.

Project Mangement

I will be going on holiday from 5th to the 13th of August, which brings me to write this time management post. I will have to adjust my plan and do as much as I can before and after my holiday.

So far I have sculpted the terrain in unreal and have painted the textures, which at the moment looks very obviously tiled and not at all realistic. The buildings and grass steps have been imported into Maya from Blender. They need to be textured and placed into Unreal.

At this point I am behind as I was hoping to get the buildings into the terrain before I left. However, I have some time when I come back to get back on track.

Tin Tower (Memory and Nostalgia)

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I was trying to do a cartoon effect when creating my city that is based off of Pokemon Gold. Meshes for the buildings were created using Maya, and textured with Mudbox. I imported these meshes into Unreal and tried to learn how to use the sculpting and paint tools. The tree meshes are from Uneal, but I changed the colours to match the trees in the game. I also hand-painted some of the textures in Photoshop, and used an NVIDA plug in to create normal maps for the grass and dirt textures I used to paint the scene. I had trouble fitting all the pictures onto the disk, so I have posted the rest of them on this blog.

Machu Picchu

Nestled in the misty valleys between the Peruvian Andes and the Amazon Basin, Machu Picchu is one of the most important archaeological sites in the world.  This 550 year-old stone citadel is perched on top of a mountain ridge high above the Sacred Valley, 2,430 metres above sea level. The tropical mountain forest is an incredibly beautiful setting, with its rich diversity of flora and fauna. The site’s enormous walls, terraces and ramps appear as though they were cut naturally from the steep rock ridges.  Machu Picchu was declared a Peruvian Historical Sanctuary in 1981 and a UNESCO World Heritage Site in 1983.

The aim of this project is to re-create Machu Picchu as a 3D environment using Unreal Engine and Autodesk Maya. The result could be used as an exhibit piece in a museum or as a potential level in a game. Not only will the ruins in present day be created, but I will also create a visualization of what the ruins would have looked like in the past. Lidar scans and Digital Elevation Mapping data found online will be used to create an accurate likeness of the present day Machu Picchu and the surrounding environment. Concept art and additional research will be used to re-create the temples and village in the past.

The main goal of this project is to create an immersive environment with possible stylized graphics by September. The result will be an interactive environment, rendered in real-time. This work will also be added to my portfolio in response to the demands of the game industry.


Blackthorn Gym: Texturing in Mudbox

I was inspired by the Legend of Zelda series when texturing these models in Mudbox. I wanted the elements to look like a cartoon, but more colourful.I think my style is heavily influenced by platformers such as Super Mario and Crash Bandicoot in the 90’s.

The ground tile is a bit unusual, the top is sandy and bumpy but the bottom is supposed to be made from a purple rock, with arrows engraved on the side. I wanted a bold, simple style, and it I wanted the elements to look consistent with each other.

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