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booman

Brian joined Dec 14, 2006

Offline Since
May 23, 2012
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The last few months I have been diligently working at learning UDK, Blender and all the crazy aspects of creating custom static meshes. So far I have learned UV Coordinates, UV Unwrap, Baking Normals, Baking Lightmaps, Smooth Groups, importing/exporting ASE, OBJ, PSK, DAE and more... I'm a game collector. I love playing and collecting games from all genre's. I have a huge selection of games from FPS to driving games and puzzle games. I just plain LOVE PC video games. Mods and open source is yet another source of free games for us to enjoy and create. I am also a artist with skills in drawing, sculpture, graphic arts, 3D modeling and music.

  • Morrowind Rebirth Lord Vivec
  • Lighting/Brush tests
  • Test Map
  • Static Meshes in UDK
  • Static Meshes in UDK
  • UDK Static Meshes
  • UDK Static Meshes

0 comments by booman on Dec 22nd, 2011

I plan to start modeling again this weekend during my Christmas break.
I'm going to practice creating models from scratch in Blender and then doing some test baking high poly to low poly.  After that I will do some test imports into UDK and see how my models & normals look.

I have been paying a lot of attention to games and their assets.  No matter what game I play (Far Cry2, Wolfenstein, STALKER, Legendary) all the assets still have seams.  The best models I have seen so far are ironically in Unreal Tournament 3.  But I admit, Assassins Creed models are very nice too.

As I develop these assets, my goal is to learn how seams can be hidden so the UV mapping isn't so obvious.  Also, I have learned that normals retain display how lighting falls across surfaces, specially sharp edges and can make objects look less "perfect" and "computer generated".

First I will be working on some simple crates and revolved pottery.  Then on to architectural elements like doors, roofs, walls, steps, etc.

I would like to complete several assets to scale that can be used in Hells Reach custom maps.

Comments  (0 - 10 of 56)
iQew
iQew May 14 2012, 3:07pm said:

Hey booman! Long time to see good ol' friend! :) Thanks a lot for commenting on the in-game screenshots of the mod! I hope you're doing well! :)

+2 votes     reply to
GoldenTricycle
GoldenTricycle May 8 2012, 11:06am said:

Thanks for your comment. We are uploading some level playthroughs at this very moment. You will also be able to download a public sneek peek for MacOS and Windows soon (I guess we will another 2 eeeks for that). Had a look at your textured models - cool stuff. Actually we still need someone to do 3D-assets (models) in our team - so if you are interested...
Desura.com

+2 votes     reply to
CoS_Ethan
CoS_Ethan Jan 20 2012, 3:25am said:

Thanks for watching City of Steam for so long time,we really appreciate that, you can sign up for a key on our game website and try the game out in late February if you are interested.

+2 votes     reply to
booman
booman Jan 23 2012, 2:28pm replied:

I am interested. I'll check it out and sign up
thanks

+2 votes     reply to
MidgarStudio
MidgarStudio Jan 18 2012, 11:16am said:

Hello! Thank you for watching our game. Your modelisations are impressive, like the concepts also. Good job!

+2 votes     reply to
booman
booman Jan 18 2012, 2:48pm replied:

Chatty appears to be on a good start for a Facebook game with a Sims feel. I look forward to playing an Alpha or Beta!
Great Work

+2 votes     reply to
IvanErtlov
IvanErtlov Nov 23 2011, 10:15am said:

Here again, I posted it on an image by accident:

You are HELL of an artist!

Can you export your static models to *.X, too, with textures in ONE map layout?

If yes, we`d love to have you contributing to "Into the Dark"

+1 vote     reply to
booman
booman Nov 30 2011, 3:01pm replied:

.X is used for what engine? I never heard of that format. I usually export as ASE, FBX for Unreal Development Kit.

+2 votes     reply to
feillyne
feillyne Dec 21 2011, 2:55am replied:

Hmmm, .x is a DirectX model format (a general file format for DirectX games, few games actually use it, freeware Starfare for example).

+2 votes     reply to
booman
booman Mar 23 2012, 7:15pm replied:

In that case, I have no idea of Blender can export to .X
there are a bunch of cool plugins for Blender, maybe .X is one of them?

+2 votes     reply to
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