Wednesday, February 22, 2012

Residential and Commercial Real Time Visualization

These are some of the buildings I have done in Unity over the past 6 months for Evolution Ventures. Evolution Ventures specializes in real time visualization of both commercial and residential buildings.












Saturday, February 11, 2012

Tuesday, November 8, 2011

Island Draft


This is a draft of the a level I am working on. It would be comprised of 10 to 12 different areas that would be used in a fighting game.

Monday, November 7, 2011

Terrain Adjustment

I ran into rather unusual but common problem with Unity's Terrain. The default terrain starts at height zero (0). This poses a problem when you want to create trenches and creates a greater problem when you have already sculpted the height of the terrain and now need to sculpt the depth. The solution to this problem is rather simple. Export the terrain as 8bit RAW file. Import the file into Photoshop. Create a new layer. Add a shade of gray that would represent the height increase. Change the blend type of this layer to Linear Dodge and then merge layers. Save the file and then import the new height map. This would remedy the problem.

The idea behind this solution is to add to all of the existing values of the terrain to create and offset from height zero (0). This maintains all of the existing sculpted terrain and allows sculpting downward or into the terrain.





Monday, October 10, 2011

Drawing


This drawing was an experimental technique for drawing in Photoshop. There is a significantly high chance that folks already use this method but, I am feeling special for coming up with the technique on my own. Anyway, this drawing was accomplished using many pixelated rough sketches to give the overall shape and lighting information. After the sketch as done the blur tool was used to blend the pixelated drawing to give a nice smooth look. The final image was then treated with the noise filter to further blend the image.

Using Unity 3D


Currently I working on several Unity 3D projects so I am trying to get a grasp of the shaders technology that is available. Unfortunately, custom shaders needs to be programmed/written because there isn't a material editor like UDK. This is a simple test of some custom shaders for Unity. The Ambient Occlusion is pre-rendered and is a separate texture. The final shader would store the Ambient Occlusion in a the Alpha channel and currently, the intensity of the shadow is adjustable without causing overexposure. Also the Ambient Occlusion directly affects the reflection.

Thursday, September 29, 2011

Creating textures with Maya

This is my attempt to create textures using Maya. First the potential texture surface is modeled then its rendered using a custom Orthographic camera.


The second series of images used a similar technique to create a satellite type texture.