Friday, 17 June 2011

Finished assets for university project

Taken me a while to upload these, but here they are. Models in UDK, lit, speculars and normals used on all of the models for finer detail.

Mining Cart Carriage: 6082 triangles
                                  2048 textures

Mining Cart Front: 5286 triangles
                             2048 textures

Vending machine: 512 triangles
                            1024 textures

Food Cabinet: 700 triangles
                      1024 textures



Saturday, 16 April 2011

Propaganda posters!

 Its crazy how much i've had to learn this year for my Games Art course .__. Normal maps, specular maps, sculpting in both Mudbox and Zbrush, UDK, and how to create grunge/wear and tear effects with Photoshop, an alternative way to colour in Photoshop...as well as improving in 3DS Max too.

As i have been struggling with doing a few of my models for one of my modules, my lead artist asked me to do some propaganda posters that could be placed around the level. I've always been a stronger 2D artist so i was happy to do these. Quite pleased with at least two if them, so here they are =]




Once i have fixed up the models i have been working on i'll post them up too, and anything else i happen to do in the meantime. May also post my sequential art comic and other things :0 Busy busy

Wednesday, 12 January 2011

Mantis Aircraft, FINISHED

Looks more of a cross between a praying mantis and a wasp but hey, what ya gonna do xD I have diffuse, normal and specular maps, but i didn't like how the normal came out.

Im thinking the reason my normal wasn't great was because i didn't have enough detail in the high res model, though i don't know for certain. I'Ill try playing around with the Nvidia plugin and other normal map generating software to see if i can find something that suits me better than the 3DS Max method.

So anyway, here's the diffuse.


Now for some shots of the rendered mech, ready to strike :D





And finally, a short looping animation. I need to look into how to rig and skin mechanical things properly, because skinning this was a bleeding nightmare.





Medieval house, FINISHED

I finished this about a week ago but didn't find the time to post it up here until now. So without further ado,here it all is. I'll probably post this stuff in Deviantart too since i got a lot of stock from there, and need to credit them.

These are all the meshes with their tri counts and estimated build times. Im still a bit of a noob so some took a while Dx I could put all the textures up here but tbh, a lot of them weren't that difficult anyway.

Screenshot of the final building, built in UDK with BSp brushes and the above meshes. Also a screenshot of running around the building, to show it works xD