Thursday, 25 April 2013

Major Project: Command Carriage Composite 1

The Flag is just a stand-in until I do the proper design



Monday, 22 April 2013

Major Project: Composite Test 1

Using the Cannon Car model to see what the finished composite looks like
Click for full view

And now, with Video Turnaround

Friday, 19 April 2013

Major Project: Shader Experiment 1

Added a set of rivets to see what effect the ambient pass really has
Without Ambient Occlusion

With Ambient Occlusion

Major Project: Texturing 5

Finished the Tank Turret
I'm not too happy with how the lambert shader works - I think it looks too muddy for use in a 2D world - so I decided to experiment with surface shaders and different types of shadow.
Surface Shader with a shadow pass multiplied over the top - has a nice cel-shaded aesthetic, but doesn't really convey much information about curvature etc.
Same as above, but with a light-angle ramp shader to provide some degree of graduation.  Looks less flat, but I'm not sure about the stepped shading.
Altered the ramp shader to linear interpolation, which gets rid of the "stepped" effect.
Finally, added an ambient occlusion pass over the top - it doesn't look that different, but it should look better with some rivets added.

I'm not sure which version I prefer - it's up in the air between the final 2 at the moment.

Wednesday, 17 April 2013

Major Project: Texturing 4

Switched to the Cannon Cars for a bit of variety
Obviously, I still need to add the rivets

Drama Test

Tuesday, 16 April 2013

Major Project: Texturing 3

More work on the Bogie.

Without Occlusion Pass

There are 4 texture maps - 3 2k maps, and 1 4k map, arranged as follows:


Monday, 15 April 2013

Major Project: Concept Sketches 4

Starting with development ideas for the engineering carriage

Along with some concepts for the scout and maintenance vehicles that are kept inside

And finally, I have an idea for the "animation" name - Tundra Rats.  Now I just need to come up with a logo...