Author Archives: Sebastian Lindblad
Pre beta week.
This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.
We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled […]
Pre beta week.
This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.
We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled […]
Pre beta week.
This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.
We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled […]
Pre beta week.
This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.
We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled […]
Corridors
I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]
Corridors
I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]
There will be mirrors.
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week!
There will be mirrors.
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week!
Let there be stones!
This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]
Let there be stones!
This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]
Corridors
I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]
Corridors
I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]
There will be mirrors.
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week!
There will be mirrors.
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week!
Let there be stones!
This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]
Let there be stones!
This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm