Studying a Bachelor Degree in Game Art, hopefully learning the skills to design model and texture characters in a game ready fashion, and how not to chronically abuse 3d studio max i have decided to compile a journal of my day to day workings...

28/12/2009

3 IBM PC's

The festivities are over and ive finally got back onto the mountain of work left to complete this module. I quickly finished texturing the blasted hole with somewhat of a bodge job. I couldnt figure out how to merge the static meshes texture seemlessly with the floor texture, so i havent. I matched the size as well as i could and have positioned it to the best of my eyes ability. Hopefully with the darkness of the area it wont be too noticeable.




06/12/2009

Steady Eddy

I was looking through the models id started already to see what i could finish and i found the vent shaft and fan for the main room. It needed some altering to fit in the level and unwrapping ready to texture, whilst doing this i was considering changing the shape of the main room as is pretty much just a glorified torture box. Considering a few factors i decided that if i extended the vent shaft out into the room and then model in the ceiling to be angled i could create a bit of shape. After a weekends work ive managed to produce a decent textured asset that drastically alters the rooms appearance.So much for working on smaller objects this weekend..




03/12/2009

Changing Rooms.

Its been a busy couple of days but ive managed to produce another asset this time fully textured, i am pleased with my discipline. Being un-efficient iv decided to work on one room at a time so that my mind wont wander as much when im modelling, or at least it will be contained to just the one room. The main room is a fairly key area in the level and will have alot of focus on it, as all the other rooms stem from it, so ive started here. Originally i wanted to model a tank of some sort to place in the middle of this area, containing a purple liquid and some kind of body. I realised this was possibly a bit too complex for my ability and chose a torture/experiment table, taking my main inspiration from Goldfinger's laser table. The whole process took only two days from designing to texturing and at 1043 polys i cant complain. Now i just need to continue at this pace and come the hand-in ill have finished with plenty of time to spare.


01/12/2009

Asset Generation.

This week we were given the task to research and design a generator to include in the environment with a 1500 poly limit. I was a little over the on the poly count, but i felt that reducing itany further would remove too much detail leaving the asset all the more box-ish. I havent  fully finished texturing the engine block, and im not entirely sure where im going to go with it but it may be a case of starting it and seeing how it turns out.