Towers: Set 2


Tower: Set 2 Model A (Click to view in 3D)

Tower: Set 2 Model A (Click to view in 3D)


Tower: Set 2 Model B (Click to view in 3D)

Tower: Set 2 Model B (Click to view in 3D)


Tower: Set 2 Model C (Click to view in 3D)

Tower: Set 2 Model C (Click to view in 3D)

Free Online 3d Storage : Check Out the Models!!!

Thanks to our buddy Avi for pointing me in the direction of a GENIUS free online storage and gallery for 3d models. The site allows you to upload all your models with textures for all to view, like a simple online real-time view-port. Im loving this site: http://p3d.in/

Check out my models:

Lil Jorge (Click to view in 3D)

Lil Jorge (Click to view in 3D)

Bake and Ocean Shader – In Game Dynamic Turntable

After i baked lil Jorge with an AO and Toon shader process, i decided to use an Ocean Shader to illuminate the glow of the robots. Fitting with the new aesthetic ofย  the game, less Diesel punk more neo Tron ๐Ÿ˜€

 

here are the results:

Bake Process Explained: Battle Zeppelin

My last post was all text, so here is a visual representation of the process.

Stage 1: The Toon shader in Maya. The problem; No black outline when imported into unity and no depth of texture.

Stage 2: Create a quick and usable UV, nothing amazing, but must be separated and not overlap. The seams must be placed in a desirable place, otherwise it creates a black outline when it comes to rendering AO (this may be a desired effect). Using Mental Ray (Render tab – Lighting and Shading/Batch Bake (mental ray)) Bake the Toon shader colour information without the Toon outlines, essentially extracting the colour information.

Stage 3: In a similar method to stage 2, extract the AO information into a baked texture. Change the output method to “occlusion”

Stage 4: Merge the 2 texture outputs in Photoshop, and apply to a Labert or Blinn shader. Above; realtime toon shader with AO.