Monday, 15 April 2013

Complex material

Because I am creating a foundry, I some point I am going to have to create a molten metal material so I decided to starting trying to create one now, rather than having to rush it at the end of the project.
Below is my current version of my molten metal material.

The material also aniamtes whitch adds to the affect.

From the final version I hope to improve the glow. As well as tweeking the colour so it is much yellow than orange. To complete the look I also hope to create a heat haze from the material if possible, as I am unsure at this stage whether I could achieve in the time.

Decals

To add extra detail and unqiueness to selected areas of the foundry i am going to use decals. Decals are a greae way to comsstumize an modular areas without having to remodel  unqiue quilities or retexture. Decals work by projecting a planar image onto a mesh. the decal material can support all map types like normal and spec. below are some decal I am currently using in my foundry.

Vertex painting

Vertex paint is a way of use the vertex of a static mesh as points to paint a new texture or texture and mesh. I used vertex painting to unqiuely paint the brick. This helped me stop the modular pices looking simlar. form the brick vertex paint i created 3 texture i could changed beween. the first wass the normal brick texture, the sceond was the brick texture with green moss on it and the third texture was the brick texture with black sutt on it.



A screenshot of the vertex material I created
  

Created assets

Below are renders of assets I have created for the inside of the ofundry some of the assets are texture and others have no texture or a pemptpr texture.

 
As this is this a WIP, and my confident that the final foundry will look good with all the texture maps. I also changed some foundry slighly, by removing all the roof windows near the roof fan, to make the fan stand out my and make the foundry alot darker.

Foundry size fully fixed

last time I have issuses with achieving the right size and space around my foundry. After some intail tweeking to asset scale I achieved the right size do now needed to retexture everything again. as well as importing alot much assets and buildings other buildings around the foundry. new assets include: roof, floor, windows, stairs, untexture bessemer and railway track.

Problem with foundry size.

After I created the more of the foundry struckture, I decided import the basic bessemer/turntable design model I created weeks basic, so I could walk around it in UDK and get a sense of scale. after doin this a noted a problem. The foundry bessesmer design was too big and looks silly in a small foundry.


The foundry was much to norrow and need to be widened it all would look alot better if it was extrended long.

 

At this stage astenics were not a consideration and I just want to get the size the space correct and then I can reimport and texture everything again. To get this quick fiz I scaled the modular pieces in UDK, the final version will have correctly scaled pieces and in propertion to each other.

Texturing modular pieces

For the past few weeks I have textured some of the outer pieces for my foundry as well as create a package and imported them into UDK, this will be the base my finished foundry. From past useage of UDK I now know how important it is to use correct name conventions for my assests as it will improve my work flow and help later in the project when there are alot more assets.

Below is as image of the outframe for my foundry.