Windmill – Personal Project
- February 28th, 2010
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This was intended to be a super quick reintroduction into Unreal project for me. I started out with a rough sketch for what I wanted to build; something cute and not very complex.
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This is a simple Maya screen capture of what I was able to do the first day. I thought that the grass ‘fringe’ around the floating chunk of rock might work to soften that edge. The boulders and roots were just stuffed into the ground to break up the dirt mass.
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A close up of the grass fringe. I was already pretty dubious about this actually working in a game engine.
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Day 2. Got UDK installed and managed to pull over all of my assets. Even had a little time to add a sky sphere and four point lights.
That grass fringe is horrible.
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Day 3 – added a real sky texture and figured out how to use the foliage factory. Also added some lights.
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Day 4 – gotta pull the plug on this and move on with my life. Added spec and normal maps for everything, rebuild the dirt clod, added lots of small details, rebuilt the windmill building (it was far too sloppy), rebuilt the ground, and learned how to set up an alpha mask shader to vertex paint a blend between the rock and grass (ground) texture.
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Flowers are nice but the tan weed texture is too low-res.
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I like the dog house. The lighting could really use some work.
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I ruined the tree. Lesson learned; when doing foliage made out of quads stuffed together, don’t make the texture too uniform and make sure that the texture has a much smaller opacity to transparency ratio.