Again, models done by colleague Elliott Oldham, textures by me (2048x2048). Tried to add a bit more colour to the brickwork, cause plain old greys are boring :p
Monday, 17 December 2012
Monday, 10 December 2012
House and street assets
Another house, with a traffic light, bin and a bench. All high res textures on low poly models, since it's always easy to scale down high texture sizes :)
Tuesday, 4 December 2012
Colourful, hand painted assets
Working on some hand painted textures atm, my colleague Elliott Oldham is producing the models and i'm doing the texture work :) Got another house and some smaller assets to come over the next few days.
The model is 1020 triangles and the texture is 2048x2048
The model is 1020 triangles and the texture is 2048x2048
Wednesday, 17 October 2012
Bones Cassidy Character
A character i did about a month ago now, just got around to posting it. We were going to produce a cowboy platformer where you play as a skeletal cowboy, but we're working on something else now :) First time modelling a character in blender with this one.
A simple concept
The model, 12.3k triangles
I've given rigging a go but it's not my forte >_> Currently working on building variations of kitchens, command rooms, and medical bays.
A simple concept
The model, 12.3k triangles
I've given rigging a go but it's not my forte >_> Currently working on building variations of kitchens, command rooms, and medical bays.
Saturday, 1 September 2012
Tent Finished
I finished this a while ago, but got tied up in the Ludum Dare competition with friends, and then spent a lot of time recovering xD
I've been having trouble getting the specular map to work in Blender, but it works fine in unity :s There's no normal map on this one, it's just the diffuse creating that illusion of depth!
I've been having trouble getting the specular map to work in Blender, but it works fine in unity :s There's no normal map on this one, it's just the diffuse creating that illusion of depth!
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
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 :)
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 :)
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