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.
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