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...

20/12/2010

Chears

I stumbled upon a tutorial to model an ear, so i gave it a go. Unfortunately it produces a mesh with 600ish polys so i wont be using it on my final model, however i believe we have to hand in a copy of out face so if i can attach it to my head then ill have a pair of nice ears.

19/12/2010

Tries

Ive attempted to model the boots, and have produced a very crude pair. Im definitely going to rework them some more once ive blocked out the rest of the characters armour and maybe even the weapons. I had a spot of difficulty around the base of the boots as i cant figure a way of looping them without the forming a triangle, ill have to come back to it and see if i can spot a better way to model it.

18/12/2010

Faces

I returned to the face, and added the back of the head and neck in. I struggled somewhat around the ear and im pretty sure i could do a better job but im going o leave it for a bit and come back to it. So yer, still needs alot of work but i think its coming along nicely. Im looking forward to modelling the ear should involve alot of cursing.

17/12/2010

Quads

Ive attached the hands and arms together and target welded the arm to the chest piece, i found that by chance i had created the perfect amount of polys around the arm socket for the arm to attach directly to it. This wasnt the case for the legs as i had to do some jiggery-pokery to get them to align i think i got it right, but i may have a few too many polys as this comes in at 2320.


14/12/2010

Meet Isaiah

Ive drawn up blueprints for my weapons and added them to a concept sheet.
The bow is a hybrid between a long and short bow, somewhere in between the shape gives extra power and range and the wood is made from a single spanish yew tree.

The atomiser is a compact shotgun style pistol, firing a mixture of penetration and blunt impact rounds for a devastating single shot.

13/12/2010

Shadows

Added a slight shadow to the front perspective which adds a bit of depth to the overall image. also been working on weapons concepts but haven't got anything finalised yet.

11/12/2010

Blueprints.

At first i was inking in my sketches to scan in then rework in photoshop. Then our tutor showed us this very laborious but very nifty technique to produce blueprints. Im quite fond of the result it produces so might do some concepting using it. anyway heres my blueprints:


07/12/2010

tablets

Ive not had much chance to use my tablet so far since i got it so i decided to spend some time working with it in photoshop and have produced these two concept. They could be alot better but im pleased at how they have turned out for my first effort.

The guy on the left i was going for a ninja-esque medieval look, with his time travel device being the guantlet equipped with a long bow and sword.

The guy next to him i took inspiration from faramir's traveling cloak and diablo II's chain mail boots, gave him a dagger and a time travelling cloak clasp.


21/11/2010

Fire.

Ive had a few problems in the past week, with my bsp disappearing from the playable map but remaining in the editor, weird. Anyway by reverting to a backup i got round that but havent been able to fathom why.
Spent some time playing with the particle emitter and managed to create a flame effect for my torches using sprites. Now all i have to do is populate the outside with more meshes and then sort out normal and specular maps.



03/10/2010

Yard

Almost there. Added texture to the fence, lamp post and ground to finish of the texturing. Will make normals for them tomorrow and the day after will spend writing up while my renders render.
 

30/09/2010

Decorated

So far i have added the roof slates, chimney pots and reworked some of the grunge to be less in your face. It could probably use some more subtlety but i can come back to it if i get chance. Worked some plaster and brick work into the interior and added normal maps to each texture i have completed and one specular.


24/09/2010

Grunge

So im creeping along nice and steadily on this module. Everything is unwrapped and i have made a tiled brick texture for the exterior, added some ivy and plant growth to a corner of the building and some leaves to the guttering. Finally i went beserk with some grunge and algae to add to my abandoned theme. Time to become a painter decorator and do the interior.

18/09/2010

Fence

Started the new module tentatively, a bit anxious as to how its going to turn out. But after an hour or so with the model i have a fair idea what i want to produce, now its a case of doing it. I remodelled the fence, added broken glass to one window and tweaked some of the models to remove redundant polygons. And i stupidly deleted the lights given to me and i just cant seem to get them right now.

10/08/2010

Back to Work

Having been somewhat under the weather for the past couple of months, i have finally returned to work. I started with the summer project modeling a car and have produced two basic low poly models, albeit with many flaws, but im happy with what I've produced and what I've learnt from the process.


Porsche 911 GT2 2003

Dodge Viper SRT10

17/02/2010

drip.

 have been spending some time photoshopping some textures together for the level rather than the meshes. I started by adding a kind of worn effect to the elevator shaft where the moving parts would have cut away at the concrete. Which led to the morgue above were I laid down some tiling to give it an easy clean appearance with some tiles missing, and im going to model some to place on the floor. In the staff room, or living quarters, iv pasted some green 70's paper down to make it a bit less industrial, and added some timely posters up of which i might add a couple more.

 

07/02/2010

A Bit Meshy.

So heres my holding cells including bed sink and buckets. The wall has a simple uvw map on at the moment but i may wish to dirty them up a bit in which case ill unwrap it. The cell bars and sinks have been attached into a single mesh, along with the beds, and the doors. I did this to make it easier to place within the editor because my level was getting a bit busy and i was struggling to get them into position as individual meshes.


01/02/2010

Death Row

I was inspired from playing arkham asylum to create a mortuary type wall where bodies would be stored. Unfortunately ive been unable to find any images of the exact part i am referencing, but for anyone who played the game remember when your on the scarecrows drugs and you find 3 bodies in bags which appear to be his parents and himself. Im unsure whether to add the remnants of a corpse in one of the open doors but im going to make sure ive come closer to finishing the entire level before adding anything like that. Apart from that ive only spent some time removing all the lights to replace them with a cold blue-ish ambient light, and then i can add brighter lights like lamps and torches with assets too.


29/01/2010

I like pacman. Cant you tell

Past few weeks i have neglected my blog which is mainly down to the assets ive been making, theyve all been rather dull mundane objects in comparison with everybody elses. But i keep telling myself that if i go putting crazy things in itwould look daft..

Anyway, ive moved on to working on a kind of living quarters a staff room of sorts, and i wanted to create some assets that would be in keeping but totally different from the rest of the level. So i modelled a boxy old-school arcade games, the type found down at a dodgy money laundering hall or kids arcade. Like most of the assets so far its a pretty simple modelled box, an inset here a bevel there. I made the texture from scratch from some old pacman work i had done, which was part of my rather small portfolio to gain entrance to the course. I had to use the transform tool to align the dots, wall and characters up by eye but it only took an extra couple of minutes compared to the extra 30 for re-wrapping.

05/01/2010

Lift Off

Im not even sure if i was supposed to be in college today but due to oversleeping and more importantly the weather i stayed home. I wasnt feeling quite in the mood as my brain was elsewhere sledging, so i eased myself in with this pretty simple torch. I wanted a directional light source mesh that could be placed around the level casting atmospheric shadows. I cant decide if its too big or not as ive had to put blocking volumes over it as you get stuck manouvreing around it.