Saturday, 11 August 2012

War tent

Here's the model of a war tent I've been working on recently, this should be the final version, unless there's any problems with double sided faces in unity. This comes in at 902 triangles; 641 for the tent, 261 for the veranda.


I've set the rotation points for both pieces at the middle of the base, so the tent and veranda can be duplicated and moved around with ease; modular building makes producing variations of models pretty easy.


Animating the ballista can wait for now, hoping to do some digital painting soon, either my Pathfinder cleric or some fanart of Bastion, since it's so damn awesome :) Speaking of awesome, http://www.youtube.com/watch?v=BSLPH9d-jsI&feature=relmfu Her stuff is all i've been listening to recently, and makes me want to pick up my violin again :p

Wednesday, 1 August 2012

Producing Assets for Desperate Defence

As we all finished university with not much money in our pockets, buying a version of 3DS Max is not currently an option, so the artists in the team (including yours truly) are currently learning Blender.

I heard a lot of bad things about Blender, but a lot of things must have changed since then, because it is a very nice modelling package at the moment. Me and a friend have been working side by side a lot, and we've often said to each other "Wow, this feature works nicer than the equivalent in Max", or something along those lines anyway.

Some things were a pain in the ass to work out, others were easy, but as a whole we're pretty confident with it now, which isn't bad considering we've only been learning it for a week.

So without further ado, my first asset for our game, a ballista that will sit on top of the human walls.


The first image is a bit dark, but i've made it like that to show the specular and normal maps a bit better. This is currently at 1008 triangles, but i'm going to optimize that over the coming days, should be able to shave off about 100 tris at least. Also going to animate this soon to shoot bolts, so i'll post an update when that's all done. Might also have a WIP screenshot of a undead war-tent i'll be modelling :)

A Fresh Start

Haven't posted on here since my 2nd year of university, got tied up in final year work, partying, and fixing some personal issues. Hoping to start more or less fresh from here with regular updates; every week or two.

Passed my Games Art BA (hons) degree with a 2:2, and now me and friends are trying to set up an idie games business. We're going to start with apps, and maybe move onto the PC and console markets in the future, depending on how it all goes.

Desperate Defence

Our first game is Desperate Defence, where you play as a hero defending towns and cities from waves of an undead horde, holding out as long as you can before retreating; the longer you last, the better your score. Theres no way to win as such, but higher scores show your skill at the game, and yes, we're planning to have a system where you can compare scores with other players. It's going to be free to play, and on the Android and Apple app stores, perhaps also on the PC via an internet browser.

The F2P version will allow you to play as a human cleric, who can smite enemies in holy fire, while empowering and healing NPC defenders. As it stands, you will have four spells at the bottom of the screen that you drag to where you want them to cast, but you will also have a pool of spells to "equip" before you start a defence.

Buying DLC will unlock additional races, heroes, and locations. Chances are we will also have adverts in the game, so buying DLC will remove these.

I may mention more about it as we get further along production, it's still early days for us :)

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