Wednesday, 14 December 2011


Finished the interior.

Sunday, 11 December 2011

Billboard Ad

Added the advertisement to the billboard.

Wednesday, 7 December 2011


Added my billboard still need to decide what to advertise on it. I think I'm going to go with Mikes Diner of something!

Few shots of what I have so far. Just a couple more assets to add. Will try and add some rain and sounds. Would like to get some more surrounding buildings in too.

Tuesday, 6 December 2011


Big generators are in. Got the fans spinning too.

Monday, 5 December 2011

New roof area

Did the turbines and added a new roof section. Did this to break up the playable area and add a some variety.

Also made the skylight. This asset will be good for taking cover against enemy fire.

Friday, 2 December 2011


Really taking shape now. Low-poly exhaust done. Don't need a high one as there isn't any details to capture. Steering wheel and dashboard next I think. Then its just all the small details to go.

Thursday, 1 December 2011


High-poly seats done. Might add the seam stitching if its not a time waster. I'll have a go and see what it looks like.

Tuesday, 29 November 2011


High-poly wheel done. Found a really good tutorial on for the tire. Should bake down really nice when I do the low-poly.

Friday, 25 November 2011

Cobra Boot

Cut in the boot lid today and finished up the body. Added a bit of colour just to see what it looks like.

Thursday, 24 November 2011

Spot lights

Added some spot lights to add more interest to the lighting. Spent some time getting the glow on the floor to work. Didn't show up to start with but I figured out that I hadn't made the lightmass UV's for the floor meshes. Really pleased with the lighting so far.

Tuesday, 22 November 2011

Roof Doors

Did the doors access for my rooftop. Also made a single door from it.

Friday, 18 November 2011

Cobra Back

Almost finished the bodywork now just got the boot to add.

Wednesday, 16 November 2011


Another asset done. Had fun with this one.

Tuesday, 15 November 2011

Cobra Side

Carrying on with the cobra. Managed the side today.

Got my kit in the post also. I'm not going to put it together yet as I didn't realise it was all white plastic. So I need to paint it all black first.

Monday, 14 November 2011


Been working on my rooftop assets again. got my water tower done. its in two parts as I plan to have a version on the base and a bigger version that sits on its own.

Friday, 11 November 2011


quick update. Pretty much finished the front end now.

I also found a Revell 1:24 scale model I'm going to order online. Should help me visualise the model better. Also as I want this to be one of the racing versions of the cars I can scan in the decals to use on my texture.

Thursday, 10 November 2011

Cobra Pics

Found loads of pic's on the body so that's not an issue. Been a bit harder to find some pics close up of the smaller details. Also need some pics of inside the car. Managed to find some good ones so far.

Decided to make a high-poly model of the body, seats and wheels. Finished the front of the body now. Just need to add in the bonnet.

Tuesday, 8 November 2011


Decided to start my Shelby Cobra today. Found some blueprints on the web and set them up in Max. I'm going to do this along side my rooftop as dedicating all my time on the rooftop is becoming a bit monotonous.

I always think its best to start from the wheel arches and expand around them. Finished of the front wing today and a bit of the front. Added a symmetry modifier to as the whole car in symmetrical.

Monday, 7 November 2011

Air Ducts

Did my air ducts today. Added some normals to make the metal look bumpy.

I also decided on the vehicle I want to model for the second project. I stated looking at British Sports cars. I came across the AC Ace. The more research I did, I found that the Americans did there own version, and to be honest it looks a lot cooler. I really wanted to stick with British cars, but as this is an asset to be used in a game. Coolness outruns Patriotism any day.

Thursday, 3 November 2011

Level Built

Last couple of days ive been putting my level together piece by piece. I decided to add a little area that you drop down too. I'm going to add a large metal roof area that will have some round turbines on that look like this.

I've also added a fog volume that makes the buildings fade into the darkness to the city streets.

Tuesday, 1 November 2011

Small Wall

Made the small walls that will surround the rooftop. Matched up the brick size to the size of my wall texture as I added this to the same texture sheet for all the modular building pieces. I did this so I could add the grunge to the bottom of the wall.

Monday, 31 October 2011

The building

Finished putting my building together. made a quick brick pillar using my wall texture. All the walls are made from bsp. Made an instance of the texture and added some nodes to the emissive slot to make the windows glow. Really makes the wall come alive. Especially with the interesting silhouettes the fire escapes make.

Thursday, 27 October 2011

AC unit

The final piece that will be used on the attached building for my level. took some time to make from the skewed picture I had taken of a fan I found on a multi-story car park, but I'm pleased how this one turned out.

Will be adding these to a few of the windows on the building.

Wednesday, 26 October 2011

Trim Pieces

Made the trim for my building today. I think I'm going to have these lay out around my whole level. The bottom ones use a texture I made from a picture of a more worn building I found.

The reason for this is because I wanted more dirt and grunge around the base of the buildings to fit in with the worn and damaged look of the rooftop.

Just the diffuse and spec so far. I will be making the normals to bring out the smaller details.

Tuesday, 25 October 2011

Fire Escape

This asset will surround some of the windows when I add them to my level. Just made a quick base texture at the moment. i did add a mask that creates the holes in the metal floor.

Monday, 24 October 2011


Started off making my modular pieces today. I chose a picture I took in Leicester as my base for my texture.

I'm going to use elements from the building to as well as some other pictures I took. So far I made a couple of windows. I also set up a mask and added a slight reflection. Made it dark as my scene is set at night.

I started of with the texture for these. Corrected all the perspective and many other tweaks. I have left space to add all my other modular pieces to the same texture to optimise my texture usage. This was then added to a plane in Max. I cut out the windows and added cuts and extrusions to finish the model. This also speeds up UV mapping as I only have to remap the faces I created when making the extrusions. I then made a separate UV channel for lighmass in UDK. This is important as it allows UDK to calculate correct shadows on all the objects when the lighting is built. The UV's for this cannot be flipped or overlapping.

Friday, 21 October 2011

Vertex Painting

I put the finishing touches to my floor texture today by creating my vertex shader. I followed a tutorial from As you can see from the screenshot its a very complicated material but i mnaged to get it all working in the end. I mistakenly plugged a bunch of nodes into the emmisive slot instead of the specular slot. This made everyhting go white and not work properly. Took me a few hours to realise my mistake but all is good now.

This material allows me to paint in puddles onto areas of my ground texture. The planes for the floor have to have to a a grid pattern of verts added to them as these are required for the painting to work. The more you have the more control over the details you have. It also has vertex offsetting. This means that the mesh will bend when you paint with the assigned colour set to it. So when I paint with this colour and the colour I set for the puddles at the same time, the ground goes down were the puddles are painted in.

The material has a height map added that makes the water build up around the slabs as if some of them are uneven. I will eventually create a cubemap of my level to add reflections to my windows. This material will also use the cubemap to add reflection in the water. The shot bellow shows the effect.

As the planes i used don't seem to like collision meshes exported from max, I had a problem with the player falling through the floor. I solved this by figuring out that the builder brush can be used to crate collision for the selected object. This works perfectly and allows me to stand on the floor.

.The bellow shot shows my meshes meshes ready to be built around. Next step is to create all the modular pieces I need for the attached building.

I also managed to finish of my wall texture.