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Year 2

Sunday, 13 May 2012. Creating detailed assets for UDK:. It was important to me that I modeled everything using as little poly's as possible. I wanted to get the most out of normal maps but not using too much uv space. There wasn't a massive amount of time taken in maya, it was more about prepping the three objects for mudbox as that was where most of my time would go. The objects were all uv'd and stitched together as normal. Fortunately, the actual importing of all my assets didn't take as long as I kne...

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Year 2 | rnyear2.blogspot.com Reviews
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Sunday, 13 May 2012. Creating detailed assets for UDK:. It was important to me that I modeled everything using as little poly's as possible. I wanted to get the most out of normal maps but not using too much uv space. There wasn't a massive amount of time taken in maya, it was more about prepping the three objects for mudbox as that was where most of my time would go. The objects were all uv'd and stitched together as normal. Fortunately, the actual importing of all my assets didn't take as long as I kne...
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1 year 2
2 initial stages
3 maya
4 mudbox
5 texturing
6 normal mapping
7 the results
8 posted by
9 ryan neal
10 no comments
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year 2,initial stages,maya,mudbox,texturing,normal mapping,the results,posted by,ryan neal,no comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,introduction,manhunt,morally irresponsible,call of duty,world of warcraft,maps
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Year 2 | rnyear2.blogspot.com Reviews

https://rnyear2.blogspot.com

Sunday, 13 May 2012. Creating detailed assets for UDK:. It was important to me that I modeled everything using as little poly's as possible. I wanted to get the most out of normal maps but not using too much uv space. There wasn't a massive amount of time taken in maya, it was more about prepping the three objects for mudbox as that was where most of my time would go. The objects were all uv'd and stitched together as normal. Fortunately, the actual importing of all my assets didn't take as long as I kne...

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rnyear2.blogspot.com rnyear2.blogspot.com
1

Year 2

http://rnyear2.blogspot.com/2012/05/creating-detailed-assets-for-udk.html

Sunday, 13 May 2012. Creating detailed assets for UDK:. It was important to me that I modeled everything using as little poly's as possible. I wanted to get the most out of normal maps but not using too much uv space. There wasn't a massive amount of time taken in maya, it was more about prepping the three objects for mudbox as that was where most of my time would go. The objects were all uv'd and stitched together as normal. Fortunately, the actual importing of all my assets didn't take as long as I kne...

2

Year 2: Interactive Narrative

http://rnyear2.blogspot.com/2012/03/interactive-narrative.html

Saturday, 10 March 2012. When we had the very first lecture on angles and perspective I was faced with a dilemma already, how can I take this style of project and transfer it into a 3d based project? I have had no past experience with character design/modelling and I have always been more interested in the environment side of things. Due to these complications i was thinking of a number of options. 2 Model everything in maya and take renders straight from the program. The narrative ends when the player e...

3

Year 2: Can Video games change the world?

http://rnyear2.blogspot.com/2012/05/can-video-games-change-world.html

Sunday, 13 May 2012. Can Video games change the world? Can video games change the world? I really want to base this report on the people themselves, more specifically how games effect them to change things around the world, and cover some of the good effects but also go over the bad cases of how games can manipulate someones mind into in their own world. Although the Police announced that robbery was the motive behind and not the video game itself, the entire country and other parts of Europe came togeth...

4

Year 2: Move.me

http://rnyear2.blogspot.com/2012/03/moveme.html

Sunday, 11 March 2012. Taking everything into account, Sony have decided to release a newer version of the playstation move, but this time round, allowing the player to go within the development kit. And create his/her own applications or games by doing so. With the hope that more creative options can be opened and stretch the motion control market even further. This will be called the Playstation Move.Me. The history of Sony:. The take off of Sony's success was the invention of the worlds first pocket r...

5

Year 2: October 2011

http://rnyear2.blogspot.com/2011_10_01_archive.html

Monday, 3 October 2011. Original story for Mystery House: The game starts near an abandoned Victorian mansion. The player is soon locked inside the house with no other option other than to explore. The mansion contains many interesting rooms and seven other people: Tom, a plumber; Sam, a mechanic; Sally, a seamstress; Dr Green, a surgeon; Joe, a gravedigger; Bill, a butcher; and Daisy, a cook. My thoughts on Mystery House:. A difficulty i think i'll find in this project is that i don't know what sort of ...

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rnyear2.blogspot.com rnyear2.blogspot.com

Year 2

Sunday, 13 May 2012. Creating detailed assets for UDK:. It was important to me that I modeled everything using as little poly's as possible. I wanted to get the most out of normal maps but not using too much uv space. There wasn't a massive amount of time taken in maya, it was more about prepping the three objects for mudbox as that was where most of my time would go. The objects were all uv'd and stitched together as normal. Fortunately, the actual importing of all my assets didn't take as long as I kne...

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