Wednesday, May 23, 2012

Made some changes to my MoM tiles.

Chasm:

  • Fixed the Particles on the torch. Now it looks more like fire though I may want to add smoke or distortion to them. Particles are Diffuse/Alpha/Self-Illumination with an animation.


Hallway2:

  • Deleted the Moth cards around the lamp.
  • Re-UV'd the lamp.
  • Re-worked the texture. Now it's a Diffuse/Self-Illumination though I turned off the illumination because it was blowing out the material.
  • Moved the lights a bit.
  • Added particles around the lamp. Animated moth sprites are a Diffuse/Alpha.
Garden:
  • Added a white boxed version of the Garden to the webplayer.
  • This has a few lights placed in the scene.
  • Added "firefly" particles that blink and move around.

Issues with Unity that I'd like help with if anyone knows how to fix:
  • No shadows in Indie version. I'll probably end up just baking the shadows into the diffuse from 3DS Max. I'm wondering though if I can render out the lightmap in 3DS Max and import it into the Unity material without it affecting the Diffuse.
  • Particle wise; Is it possible to spawn 3 particles and keep just these 3 alive? For the moths I only want 3 of them to live and fly around the lamp. I also want them to circle the lamp and face it.
  • Light wise; I want to get the lights to flicker a bit.

Friday, May 18, 2012



Here's what I finally got to work. Technically my second ever working animated texture for particles; the first being a happy spinning star I did a couple hours back. Now to figure out how to get this to circle a location and keep a constant number. Maybe tweak the texture a little too, the wings are a bit too dark on the down beat.

Saturday, May 12, 2012


Here's "Hallway2" again though this time it's rendered in Unity. I never got to take this one to UDK and it looks like all new tiles I make will be in Unity since my friends project is using that engine. That's cool since I get to learn a bit more about it and it has the ability to post the game to the internet to see my models in real time. I just wish it had shadows for free, even basic ones. Oh well. :)

A programming friend of mine contacted me and wanted to use my "Mansions of Madness" tiles for a programming project and I said sure. Only thing is he's using Unity which I've never used so now I have to learn a new engine. Been watching and reading tuts just to learn how to import models, apply their materials and get lighting in. I'm still trying to figure out how to work with the particles so that's just a temp but lighting is done. The only thing I hate is that to get shadows you have to buy the full version of the editor; lame. Maybe I'll bake the lighting into the texture here pretty soon. Enjoy!

Rendered in Unity

Friday, May 11, 2012


Got my "Chasm" tile into UDK. Added lighting and particles. I'm trying to get the shadows a bit sharper at the moment. I used an existing particle system and I'm modifying it to get a look I like more.

Rendered in UDK

Wednesday, May 9, 2012



"Chasm" tile from the board game "Arkham Horror: Mansions of Madness". There's supposed to be fire coming from the torch but I left that out for now. I'm trying to get this into UDK to add the particles but I'm having some issues with building the lights and the textures coming apart at the seams.

1887 Polys

2048x Diffuse, Normal, Spec

Times: (Rounded)
Model- 3 Hours
UV- 2 Hours
Texture- 6 Hours

Spiderwebs- :25 for everything
2 x Transparencies @ 256x a piece

Tweaks to Lighting/Texture/Model/UV- 1 Hour

Friday, March 30, 2012





I was having problems with the rock wall in my next Mansions of Madness tile since I've never really modeled rock before so I decided to practice. I didn't keep track of time for this since it was just practice. I modeled a hi poly version in Zbrush then exported the mesh to 3DS Max where I traced a low poly version. After that I baked in the normals and finished out the texturing in Photoshop.

3 x 1024 Textures (Diffuse, Spec, Normal)
Hi poly- Zbrush 1.3 million poly's.
Low poly- 3DS Max 2012 393 poly's
Textured in Photoshop CS5

Feedback is welcome so I can make my MoM tile look more awesome. Thanks.







Chasm from the board game "Arkham Horror: Mansions of Madness".

First WIP pic of my next Mansions of Madness tile. I haven't modeled any rock before so I made a practice wall. I'll probably delete and redo the walls that are there now since I learned some stuff from the practice wall.

Tuesday, March 6, 2012


Hallway 2 from the board game "Arkham Horror: Mansions of Madness".

Tools: 3DS Max 2012
          Photoshop CS5
          nDo2

Times: Modeling- 2 hours 50 minutes
          UV- 2 hours
          Texture- 3 hours 30 minutes
          Normal map- 40 minutes (I've never used nDo2 before)

The paintings on the walls belong to their original creators. Artists- Unknown

Wednesday, February 29, 2012


The first WIP of a small series of scenes I'm making based on the board game "Arkham Horror: Mansions of Madness". This tile is Hallway 2 and I'm using it as a warm up for some of the more complex pieces.

Monday, February 13, 2012




Well, here she is. She's the first character that I've modeled in about 7 or so years so I'm happy with the over all look of her but I would probably do things a bit different and faster next time. I'd love to make the model more poseable for one and give her more room for expressions. Not bad for a first attempt I think. This is also the first time that I touched Max hair/fur so I could still use some improvement there also. Well, on to her first venue! (Once I finish planing it out that is.)




DJ Pon3 (Vinyl Scratch) modeled in 3ds Max 12.

1723 Polys

Completed in 12 hours (Model/UV/Texture)

I didn't include working on the hair because this is the first time I've used 3DS' Hair/Fur plugin.




Textured in Photoshop CS5.

1 1024x1024 Diffuse