Thursday, December 18, 2008

starting the next project.

I've started planning for the main project, i decided to make an in engine version of this place.
Im using Source/orangebox engine for this because i dont have UT3, also i think making this sort of thing would be easier, the most annoying part is importing things but i found an application that makes that part easier.

its called broadway tower, its a little watch tower built not far from my house, i thought it would be an interesting idea to tackle, apparantly on a day of clear weather, thirteen counties of England can be seen from the top of the tower, including across the Severn Valley to the Welsh mountains.
i havent been there in a while but im gonna go over christmas to take a bunch of pictures. Ill also try and take a panoramic photo for the skybox wich will be the first part of the project ill do, (ill also try to make it a HDR skybox wich means ill have to edit the panoramic to fit with these templates.

The above picture is an example i found of the different exposures i need to have for each image in the template. The example image is from a tutorial i am using to build the HDR skybox.

An HDR (High Dynamic Range) skybox is a 32-bit floating-point format, saved by an application that supports HDR as a Portable Float Map. It contains enough information to allow the resulting texture to change considerably across different exposures.

I have also downloaded a program called HDR shop that lets you easily combine images at different exposures and export them as one .PFM file

Thursday, December 11, 2008

hooray


almost done, i know the face sucks but i dont have time to start over on it, at least all the shaders are working correctly.

Friday, December 05, 2008

bit of progress






finally got the mudbox baking process down after some difficulty with uvs and stuff, starting to look ok,

the diffuse is a blank colour, just has a normal and ao, i made a height map too but it doesnt work right.

Monday, December 01, 2008

my eyes hurt


i was checking out blogs and somebody linked to the shader im using, (i cant remember whos blog it was sry) david chuengs blogTHANKS


its got Diffuse, normal, specular, reflection, gloss, ambient occlusion, and two cubemaps that i didnt make,

the gloss map is just the diffuse greyscaled and i just used a high pass filter to make the ambient occlusion.

the shader i used also has a glow map section so you can make decent looking self illumination, i might try it on the brake lights or something.