Tribal values

tribal_shaman_triple

Decided to take my concepts a bit further, my pencil romanticism was keeping me back I think.

I laid down some values and even some colour. The value thing is addictive, it’s easy to spend hours to get the lighting just perfect I guess. Basic values actually don’t take very long so there’s really no reason to not do it. I should draw a complete figure and add shadows or something next time.

I made a progress thingy for those people interested in stuff like that. Just a quick thing really.


Highpoly MP cont.

herd_mp_shape

Stuff is getting tricky.


Smoothie

lens

Learned how to do pretty smooth lens shapes and do proper wire renders with Blender. There’s a simpler way than the Cycles one posted here.


Digging through the renderer

herd_mp_taclight_wires

Spent my time today trying to make wireframe renders of highpoly models in Blender. This is using the Cycles renderer, of course, because it’s the nicest one.

With the method I’m currently using, some of the wires barely show up at all. I used the method from this video. I’ll have to look around and try to improve things.

subd_wires_nodes

This is the mess of nodes that creates the above effect. I don’t know why people love node editors so much that they have to be put into every software that has shaders these days. I much prefer menus or scripts. But I guess I’m old fashioned.

I’m also trying to make pommes frites because the Blender stuff isn’t challenging enough (*cough*). I wonder if I will spread the oil all over the kitchen.


Gradually less crappy

herd_mp_details

Tried to resist the urge to add useless details and failed.

Slowly learning more about mesh flow and what various things do to smoothing.

This kind of stuff is quite addictive.

herd_mp_sight


Crappy hardsurface attempts

herd_mp_hipoly_wip_2

Well, I was messing around in Blender again, and I loaded up my old lowpoly model of the Herd MP. So I decided to add sub-D modifiers and turn it into a proper highpoly model. Pretty soon, it became rather challenging to place the control loops on there, since the geometry was messy. I turned that rail into a floater to simplify things, but still, I probably need to do a few hours of reading up on polycount sometime. Yay for complex shapes. (This gun model is in no way finished.)

I dropped all the realistic real-world guns (shotgun, pistol etc) from Scout’s Journey, so only the more or less fantastic stuff remains. I kept the gatling turret because it’s part of the environment more than anything – not an equippable weapon. I want to polish these models up to get some hipoly modelling practice again.

Anyway, some work was done at least.


It will rub the lotion…

herdbase_modular_substitute

Managed to put in some time today despite still being sick with anemia. Working in 50 minute blocks.

Still going through this level and painstakingly putting in modular elements where the brushwork used to be. Pink is former BSP, white is my new pieces. (Pic taken in Blender.)

Not terribly entertaining, it’s rather work of the “has to be done” sort. It’ll be pretty once it’s all done and in Unreal. Painful but worth it.

I’ll be able to do most of this level in the same fashion. With the next one, I’m going to use a better conversion process that doesn’t generate any triangle mess in the first place. This part is also by far the most modular one of the Herdbase sections. The other two use a lot of simple concrete slabs, which won’t need so much redoing. The final Herdbase part uses largely terrain, which is gonna be fun. After that, the temple dungeons are largely modular AND they already use a lot of meshes. That’s gonna be a lot less painful.

OK, three work units done now. Let’s make it a routine again. There’s always hope.


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