Thursday, June 13, 2013

It's been awhile since I've last updated things here. I've been busy with work for awhile but now I'm free to pursue my art again. A few of my old work buddies have decided to build a mod using UDK. I and one other met to talk out some of the mechanics and overall design. I've started trying to figure out level layout and spacing on things.

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