Sunday 24 August 2014

Reel 2011



Unreal Ed( September 2008 build) + Beast, UDK, 3DsMax, Photoshop, Zbrush.

Levels Visual Direction, Modeling, Texturing, Lighting, Shaders, Post Process.
 00.00 -  01.30 Prabellum/ Hedone/ BulletRun  (SOE)

00.00 - 30.00 Level visual style set, preproduction research, BSP prototyping, Level meshing, Modeling(High/LowPoly), Textures, Setting up modular shaders, Lighting, PostProcessing, Sky and Ocean material, FX, Outsourced assets tweaks.
Team: Level Designer, Level artist/Lighter (me), Support Env artist (1 week)
Done in 8 weeks.

30.00-01.02 Level visual style set, preproduction research, BSP prototyping, Level meshing, Modeling(High/LowPoly), Textures, Background and Sky, Lighting, Post Processing, FX, Outsourced assets tweaks and remake.
Team: Level Designer, Level artist/Lighter (me), Support Env artist (1 week)
Done in 6 weeks.

01.03-01.30 Level Visual Redesign (90% new content), Level meshing, Modeling, Textures, Background and Sky, Lighting, Post Processing, FX.
Team: Level Designer, Level artist/Lighter (me)
Done in 2 weeks.

01.30-01.57 Personal test level, Modeling (High/LowPoly), Texturing, Shaders, Dynamic Sky, Lighting, PostProcess, FX

01.57-02.02 Personal test level, Modeling (High/LowPoly), Texturing, Shaders, Lighting, PostProcess, FX

02.02-02.30 Interior design, Lighting, Modeling (3dsmax.Brazil r/s)

02.30-03.13 Concept Art (Photoshop, 3dsMax)

03.15-04.20 TechArt Unreal ED

-03.15-03.24 Vertex paint through AO texture.

-03.25-03.33 Sky Texture/Shader. Sky animation, Textures Set

-03.34-04.20 Post Process Shader: Scene depth Colors, Scene depth Brightness. Vignetting, Localized Sun light animation (To keep light sources static), color tinting.

No comments:

Post a Comment