Sunday, 20 April 2014

Long Distance Castle

This is NOT my main building this is just a terrain prop. I added it into UDK without caring much for textures because you couldn't properly see detail on it from so far away. In UDK I added spot lights to make it look like some of the rooms were lit.



Saturday, 19 April 2014

Build lighting

This is the scene as a result of build lighting, also I've changed the sky material and lighting settings, the scene is much richer in shadows and colours now.

Current_progress




Tree development


After a long time trying to make suitable trees to go into UDK, i eventually discovered a piece of software that came with UDK, that being SpeedTree. With this software i was quickly able to create a tree that had LOD meshes (billboards), and they were effected by the wind.

Sunday, 13 April 2014

Thursday, 10 April 2014

Shaders and Bump Maps

These are some of my tests with different shaders and bump maps. I'm mostly going to use the Lambert shader with normal and displacement maps. I'll use the Blim or Phong shader on more organic objects or to create a "wet" look. 

Friday, 4 April 2014

Clocktower gargoyle


This is a low poly gargoyle that will be on top of the building. I imported this into Maya to be textured.

Trees

I plan to use various high poly trees, I found that using the same tree over and over makes the environment look very strange.

Below are the very far distance terrain trees. these will be barley visible, but ill will give a sense of distance.