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







Wednesday, 29 December 2010

Mechanical Asset creation: Mantis aircraft

Really enjoying this one, but need to get my medieval house pieces finished first. Next post will probably be when i've finished the low poly model of this. Will likely take it into Mudbox, though i may just stick to Max in order to maintain the blocky, spiky look.


Character Production

Not got very far in this yet as i have been working on my medieval house and mantis aircraft. Very blocky, but i've got it underway.


Environment Production Assets

Some screens and brief explanations of my current progress on creating modular assets for a medieval tavern.
 

A view of all of my assets i am currently working on. Some textured, some not.


 Here are the textures for the models i have currently finished

Small Window

Large Window
 Door


Chimney