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This is the process of a simple hand-painted tileable texture.
I started by just tossing down a bunch of different browns. I’m not trying to create specific shapes, just to make some variation while avoiding anything that will look weird or obvious when tiled.
I added shadows for cracks and rocks. I sort of start to define shapes here but again, the priority is just making sure it tiles well.
I added highlights on the cracks, edges of the rock-hole-shadows, and along the dirt to define the shape more.
Added rocks!
When I’m doing a tileable texture, I apply an “offset” filter with both directions half  the size of the full image. So in this case, this is a 512x512 texture, so I set the offset filter to 256x256. Once you have applied the filter once, you can do it again with ctrl + f, so I’ll just hit that occasionally while working to make sure I’m covering all portions of the image.
More complicated textures are obviously harder, dirt is about as easy as it gets.

This is the process of a simple hand-painted tileable texture.

  1. I started by just tossing down a bunch of different browns. I’m not trying to create specific shapes, just to make some variation while avoiding anything that will look weird or obvious when tiled.
  2. I added shadows for cracks and rocks. I sort of start to define shapes here but again, the priority is just making sure it tiles well.
  3. I added highlights on the cracks, edges of the rock-hole-shadows, and along the dirt to define the shape more.
  4. Added rocks!

When I’m doing a tileable texture, I apply an “offset” filter with both directions half  the size of the full image. So in this case, this is a 512x512 texture, so I set the offset filter to 256x256. Once you have applied the filter once, you can do it again with ctrl + f, so I’ll just hit that occasionally while working to make sure I’m covering all portions of the image.

More complicated textures are obviously harder, dirt is about as easy as it gets.

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House revisions, one with brown outline and one with white outline.

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First of several. Not sure how I feel about this style so there’s a good chance this one will end up being redone.

First of several. Not sure how I feel about this style so there’s a good chance this one will end up being redone.

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Some simple isometric buildings I drew on the bus. Going to clean these up in Illustrator.

Some simple isometric buildings I drew on the bus. Going to clean these up in Illustrator.

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A few more shots of the house. These are 3Ds Max renders, and all but the “night” shot are unlit.

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UDK screenshot. Today’s goal: a village of these, and all my final renders… I’m hoping to get it sent tonight!
Importing 3Ds Max to UDK doesn’t seem to play as nicely as Maya to UDK does. UDK tiles my textures differently than Max did, so I basically had to redo some of the textures to get everything sort-of working… with the other option being to go and redo all my UVs in Max with UDK in mind.
Oh well, lessons learned for next time!

UDK screenshot. Today’s goal: a village of these, and all my final renders… I’m hoping to get it sent tonight!

Importing 3Ds Max to UDK doesn’t seem to play as nicely as Maya to UDK does. UDK tiles my textures differently than Max did, so I basically had to redo some of the textures to get everything sort-of working… with the other option being to go and redo all my UVs in Max with UDK in mind.

Oh well, lessons learned for next time!

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UDK is being a butt about the lighting, but here’s what I have so far. I’m just going with these if I can’t get it working flawlessly soon.

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So I’m doing this again.

I got a ton of critique and I’ve cleaned up a lot of things, reshaped a few things, and redone a lot of my textures. I’m NEARLY done. Here it is with some experimental glowy windows—I also have a non-glowy version.

I’m hoping to add a few decals to the walls today, throw it into UDK for renders, and submit right away.

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Lanterns.

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I’m having to spend time finishing some work and not scanning doodles, so have a lava pit I made for iD Tech. Again, no pre-pro, just slapping down some stuff to teach how to use placeables, terrain, and lighting to create a desired effect.
The lava animates too!

I’m having to spend time finishing some work and not scanning doodles, so have a lava pit I made for iD Tech. Again, no pre-pro, just slapping down some stuff to teach how to use placeables, terrain, and lighting to create a desired effect.

The lava animates too!