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Wednesday, 28 December 2011

Herring Factory Game Level (Unity 3D) - Update 2

Well as promised I have tidied up the main room of my Herring Factory Level, there are still a few issues with the model, as all the different parts are still not stitched together yet, and the modelling is not complete by a long way.

Anyway I think I have got to a point where it is getting interesting so I will share some images with you.

As you will notice I have integrated my rusty pipe model, that I showed in a previous post, the door is also in there too, but you can't really see it from my images.

You will have to excuse the lighting as it has just been placed so that you can see what is going on. Both the screen grabs are 'in game' shots straight out of Unity.

My Next plan of action is to join the two adjoining rooms at either end of the Main Hall, and also texture the walls, so that it looks more interesting. So keep an eye out for any future updates.

Tuesday, 27 December 2011

Bloomquist Dirt Car - V-Ray Render

One of my previous posts showed a low poly dirt car model that I produced to run in rFactor for the guys at  the Dirt Late Model Sim group.

To Create this model I made a High Poly version which I then used to bake my texture and normal maps from.

Shown here are some renders of the High Poly version that I created with some materials applied and rendered out using V-Ray.

 You can see the Low Poly version running inside rFactor in one of my other previous posts. Also remember to have a look at the dirt late model sim group by visiting there website http://www.dirtlatemodelsim.com

Monday, 26 December 2011

Herring Factory Game Level (Unity 3D) - Update 1

In between doing various other work I have also been working on a personal project of mine which is to create a sample game level which will work within Unity 3D. The inspiration for this level came from some images I found of an abandoned Herring Factory. You will find more details of this in one of my earlier blog posts.

So far I have managed to block the complete level out, I have also imported it into Unity 3D and created my camera system so that you can walk around the level and have a good look around. I have started to split the level into sections so that I only need to model certain repeated parts once. In doing so the level is a bit of a mess at the current stage and there are a fair few holes for you to fall through and a few flashing polygons. Once I have sorted these issues out I will post an update using the Unity web player so that you can all have a good look around the level for yourselves. Hopefully this will be in the next couple of days so please come back soon.

Anyway alongside this I have also created a couple of assets that will form part of my level.

The first asset that I have created is a large rusted pipe. These will be located along either side of my main room. The Image shown is just a 3Ds Max view port render. It uses Diffuse, Normal and Specular maps.

The second asset that I have created is one of the doors, that will be used in my level. The door will be a slide door, like a lift (elevator). Again the image shown is a 3Ds Max view port render. The model also uses a Diffuse, Normal and Specular Map.

Hopefully the next post I make will include a working level in which you can have a look around the Herring Factory within Unity.

If you 'like' my facebook page (on the right) then you will automatically be notified of my updates.

Sunday, 25 December 2011

rFactor Bloomquist Dirt Car

Here are some screen grabs of my latest work the Bloomquist Dirt Car that I have re-modeled for the guys in the Dirt Late Model Sim group. 

The car is shown running in rFactor. I also have a High Res version which I have used to bake the normal maps from, which I will post in the coming days once I have applied some materials and rendered it out.

For more information on the Dirt Late Model Sim group check out there website;  www.dirtlatemodelsim.com

Monday, 19 December 2011

1970's Style Council House for Railworks Sim

I have just completed a model of a 1970's style council house for use with the Railworks Simulation Software.

The model contains roughly 400 polygons, and has been lightmapped, within 3Ds Max.

Saturday, 17 December 2011

DSTL Real Time Ray Tracing Press Release

A project that I have worked on at XPI Simulation, which involved generating a 3D terrain model from LIDAR data and then using this model to see if it could be ray traced in real time.

For more information and some more images please follow this link;

Tuesday, 6 December 2011

Real Time Road Surface

Recently I have been doing a bit of experimentation with Road Surfaces. I have added an image of what I have managed to create.

This is a real time model which could be used in any game or simulation engine such as Unity 3D, hence why it is a view port render. It uses diffuse, normal and specular maps to achieve the look.

Friday, 2 December 2011

University of Nottingham Driving Simulator

The company that I work for XPI Simulation have just delivered its latest driving simulator to the University of Nottingham. I lead the team creating the visuals which were generated using LIDAR data to produce extremely accurate results. The Picture in Picture enables you to compare the view seen in the simulator with a real life video of the same route. Notice how the bumps of the car match up with the bumps in the real life video footage. The cars that are driving around the model are all controlled by AI.