Robot Hunter Room – Technical notes

Stages of Construction

1) First I created the scene roughly using block out meshes and some simple lighting
WIP screenshot of robot hunter level
2) Then I started making high poly models, baking out normal maps and ambient occlusion maps. While working on the lighting and composition.

RH_working_ss200211

3) here you can see me adding colour to the diffuse textures to work out the colour scheme for the scene

RH_working_ss06032011

4) and then I created specular maps and worked on finalising the lighting and textures until I had the final scene you see below

RH_working_ss24042011

Asset Details

Below you can see the components of this robot head trophy’s  in-game model.

While a lot of the texture details came from the high-poly models the rest of the texture details were hand-painted using a series of custom Photoshop brushes.  No photo sourced textures were used in this scene.

Here are the details for this chair. You can see that I have packed multiple channels on a single image for the specular/reflection masks. This was a common technique used throughout the scene.

Below is part of the shader network used to create the ‘oscilloscope’ effect from this video

It’s using a sine wave for both time and visual input to create the final effect. The ‘wavespeed’ and ‘waveheight’ parameters are being controlled using matinee.

RH_scopeShader05052012

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