Monday, 30 April 2012

Final Screenshots.

This weekend wasn't great in terms of work for me, as both my tablet and my laptop were having issues. Because of this I was unable to paint the rest of the portraits :/. In any case, everything else in the level is completed. I'm fairly happy with how it turned out, although there are a lot of areas that need polishing. I will write a more detailed evaluation later on. Fow now, have some screenshots!

Friday, 27 April 2012

Door portraits

Today i've mostly been working on post-processing and baking the production lighting. The level looks slightly prettier now, but I'm not showing it just yet :D I've also decided to set myself a challenge of painting all the portraits today. In the end I only managed 3. Guess I'll have to do the rest this weekend after all. But I guess it's better than producing really half-assed content. And yes, Sai's twins look very much underage here :I

Thursday, 26 April 2012

progress shots.

We're almost done here. In the past couple of days I've put in the last small bits into the level, made the cubemaps for main and ringmaster's rooms, changed the lift so it doesn't need the doors anymore, and added the fog/smokey particles. Also added collission bits, so that some items can be dynamic. Still need to fix some lightmaps, do the portraits for the doors, and, hopefully, put in the sounds. That's about it on my part.
 smoky backstage-

Main Room

Sai's room
Ringmaster's Lair

Tuesday, 24 April 2012

Glass test and stuff

Some quick glass. I'll be adding a cubemap tomorrow, once I can work on the level, so hopefully it'll look better.

Dat branding. Handwritten logos for the win.
Also, a couple of books. Actually, it's just one book. But because only one side will be visible at a time, I cheated and gave it two covers :D And yes, they're really rushed D:

There are some other things as well. Like tophats and a coat I did yesterday. But I'll just show it off in the screens in the next few days. We're almost done here!

Sunday, 22 April 2012

Poster numero uno

or something. I dont know. Was going for something old and vanilla looking. And yeah, that outfit is very similar to one of the puppets. I'll have other version with different drawings too, although so far this is the only sketch I liked. But there will be more if there's many ifs :/
..that right empty bit could do with a fancy quote, but I'm terrible with English the words.

magic seals

...Oh hello. Yep, that's the rug. Just when I thought this would be the easiest thing to make ever, Zbrush decided to fuck everything up D: Well, it was me really, the first time I sculpted it I used a double-sided plane. In the end the front and back faces kind of tangled together, and it wasn't visible until I attempted to bake it only to get a really weird grid along the entire map. Oh well. Re-made it from the retopoed model, and it came out even better. I do wish I used alphas for softer edges and extra fluffiness, but I'm trying to save space. And time.
I bet those tiny little seals had a whole circus career ahead. But clearly something didn't work out :D At least now they get to lie around all day. As seals usually do anyway.

Saturday, 21 April 2012

Whips and chains

Some playthings for the ringmaster. Alphas+modelled handles, 512 map for all of them.They will be in a display case in his room, but i might also put them in the main room somewhere. 
Also made some alternate version of a candlestand to put on the wall, finished the wardrobe, safe and some chains. They are all quite rushed, however.Mostly because said wardrobe will be located in the darkest part of the room :P Don't judge me.

Currently working on some posters..and a baby seal rug. 

Wednesday, 18 April 2012

Le ringmaster

Seeing how our level really needs more paintings, I finally got to doing some. I cropped a few out of the unused concepts from the 1st semester, but it's still not enough. So here's another Ringmaster portrait. His face looks like it was run over by a truck! Awesome. Also, chairset is in the level. Gonna model the rest of the stuff for his room this week.
Also, 100 posts reached! Aww yeaaaah

Tuesday, 17 April 2012

Chair progress

Ringmaster's chairset and a coffee table, texturing in progress. they will be sharing a 512 map.  So far it's just the unedited bake and AO, hoping to finish it tonight though, as work has been going painfully slow for me lately.
..Also Marmoset does this thing again where it creates random seams that have nothing to do with UVS or anything 0_o They never show up in max or UDK, so I'm not too worried, but it makes presenting the assets difficult.

Thursday, 12 April 2012


Finally did the frames for paintings and what not. I'll also have a desaturated version of the same material for silver. Right now they look a bit too handpainted and flat..But i'll fix this with some colour retouching and bumping up the normal map in UDK. The main concern is producing the paintings for said frames..XD

Tuesday, 10 April 2012


Some particle stuff for the level-candle lights, smoke and fire. I realise it shouldn't come first on our priority list, but i guess it's my way of dealing with boredom :I

Saturday, 7 April 2012

Le deer

oh hai guys!
Remember that deer head I sculpted back in October? I've retopologised it for the ringmaster's room. Originally it was supposed to be a decoration for his bed, but in the end i decided to have it as a large wall piece, both for its coolness and to make the room look more populated XD;
Speaking of the bed, I've modelled and baked it. I just need to clean up the bake a bit and paint the diffuse/specular. I'm hoping to use the pillows in the main room as well.

Monday, 2 April 2012

Puppets done, backstage decoration

I keep reminding myself to stop abandoning the blog. Anyway, in the past few days I have put the puppets in the level and did some other stuff. I got back to my working rhythm and now feel a lot more confident about the amount of work left.
Only two of them are rigged, as setting up physics constraints was a major pain in the ass. In any case, one is attached to the strings and kind of swings around in a retarded fashion ( should have made a video probably) I tried to make the ropes stay as close to the limbs as possible, but they still look like they're hovering around. Also here you can see the pillars are now properly textured. They're curently hogging the texture sheet all to themselves, but i'll use the remaining space for smaller assets once i get around to it.
The other one's chilling on a trapeze-

The rest are static, just pre-rigged into a pose and put into the level as static meshes.
The backstage area now has the unique tileables for the floor and walls, replaced bsp stairs with a more fun static mesh, added banisters and curtains.I'll have to sort out the lighting there and bump up the lightmap resolution. I hate how skeletal meshes stand out from the lightmapped ones :C