Monday, August 27, 2012

Haunted Hallwa: Revisited

"Imagination will often carry us to worlds that never were. But without it we go nowhere." -Carl Sagan

I had another hour or so to work on the lighting for my haunted hallway revisit. I think I'm finally starting to like it.




Of course, I need to take it into VFS and view it on a color corrected monitor, but I think I found a color palette that's starting to match what I had in mind. The obvious, cheesy text also wasn't doing it for me anymore, so it's been replaced with something a bit more subtle.

In lieu of recent lack of modelling jobs, I'm also going to be learning a bit more about camera projection and set extension. I've also got a little integration project in mind if I have time, though my work schedule looks pretty intense. Let's hope it all comes together and I finally finish something I'm happy with.

For a little while at least.

-Anne

Saturday, August 18, 2012

Being Beaten by the UDK

 "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution in available." -Windows 7

I'm mostly posting because I need these images hosted to get help on the UDK forums, but I suppose posting here at least tells people I'm still alive and working, right? I'm having some frustrating problems translating between Maya and the UDK, even on this model which I designed specifically to work there. -sigh- Something in my normal maps is causing some ugly seaming in my UDK skull, which "seams" (haha!) to have no effect on Viewport 2.0 or Maya renders.

 Viewport 2.0

 UDK Material and Mesh Preview (in red)

I suppose I may as well also post some progress I've made with my lighting, which I was able to work on for about 2 hours last week. It's not much but I realized there were quite a few ugly corners that didn't blend well, and I decided to go in a more orange/red direction. It's still very much a work in progress, as I deleted a bunch of the fill lights that weren't working.

 Lighting WIP, Minus Proper Fill

I'm not sure I like the change in colour, really. I was sorta looking at posters from Nightmare on Elm Street for horror lighting reference, but I think that palate only worked because of the contrast with the warm, safe lighting and the harsh dark shadows cast by the clawed hand. Still, that bounce needed fixing...

-Anne

UPDATE: Problem solved thanks to a reply on the UDK forums! Apparently I missed a compression setting during the normal map importing phase, and now it's working just fine. More to come soon!