Wednesday, 6 May 2015

Project - Conway Castle

For this small project my personal task was to recreate a medieval town and so I decided to use Conway castle as an Idea due to it being one of the best still standing castles you can see, I used a lot of zBrush for this project and hand painting textures, I would sculpt out bricks and then bake the texture and paint over, I put all the work together in UDK.

My main goal aside from creating the town was to make it fully modular which I achieved, If given more time there is a lot more I would have liked to have done, Such as more house variation and colour variation.

I used zBrush, Photoshop and 3DS Max for this project.





Misc Modelling & Texturing

This is personal work that I have done to improve on my modelling skills as well as texturing

The task with the image above was to creative something that would fit into the art style of Team Fortress 2, Which I believe I pulled off not only modelling wise but also texturing wise, I received a lot of positive criticisms when I put it up to see on the Steam Workshop.





Final Piece

This is my final piece, due to my character being a bounty hunter I thought the best way to show that would be having her somehow trying to capture the Alien who is the target, So I thought a typical Sniper like scene in the middle of a city would be a good setting to use.


Side Kick

This is the profile and back story for my Side Kick character.



Hero Profile

This is the profile and back story for my Hero character




Alien Profile

This is the Profile & Back story for my Alien



Character Blue Prints

These are the Blueprints for my 3 Characters the first being the Alien, the second the Hero and the third the Sidekick, They are painted in simple colours to show their colour pallet.




Level Progress #7

For the Finishing touches to the offices I made quite a few small props and placed them around just to give the room a more realistic look and add some variation to them, I also created a PC and mouse and keyboard for the desks.




Level Progress #6

I have finished the main area of my level, it's meant to act as a sort of lobby, I put in Sci-Fi like advertisements around that you'd usually see in media.









Saturday, 18 April 2015

Level Progress #5

Today I've been working on assets for the office to cluster them up a bit, I'm having a few shadow issues at the moment in which the assets are casting a shadow on the ceiling.



I've also added a ground floor sort of thing while I was working on the elevator, walking up to the doors will open them and once you step inside the doors will close and the the elevator will go up, Once at the top the doors open to the main area of my level and close behind you.




I believe my level is almost at completion with a few small assets to finish off here and there.

Friday, 17 April 2015

Level Progress #4

I have been working on adding some variety and eye interests into my environment, as I'm going for a clean Sci-Fi environment I've emphasised on lighting, Though I'm not happy with how the ceiling looks so I will be creating a new texture to replace that which will dim the environment rather than having it be so hard on the eyes.


To add a bit of Sci-Fi pop I've created sort of advertisement posters & banners but in a futuristic way in which they scroll and brighten up the area adding depth to the lighting and reflections, This I feel adds a more realistic approach to how current day is plastered with advertisements and this would be the next step of advertising.


Wednesday, 15 April 2015

Level Progress #3

Recently I have been polishing off some areas of my level and creating the smaller assets to fill the rooms.


Here is my lift up to the offices, It's meant to look very minimalistic and clean, sort of like a white room where it's completely bare but not being entirely empty, I made use of emissive maps to bring out lightning detail as well as Normal maps to add detail to the walls.


Not much has changed to the main plaza except that I have removed the reception area, I wasn't able to place the lift where I originally wanted and have the room look normal, so now the lift opens and you walk up a set of steps to the offices in one seamless manner.


For the offices I changed the floor and the ceiling, as I felt the orange was far too strong, So I added some white into the mix with a scrolling desk advertisement.

Tuesday, 31 March 2015

Level Progress

This week I have been working on textures and assets for the environment as well as experimenting with emissive lighting on textures.


This will be the sort of table and chaired area.


The receptionist area, with a base mesh of a circular desk.


This will be what the offices will look like without any assets currently in.

Wednesday, 25 March 2015

Character Project Thumb Nails



Concept Thumbnails for the Alien, I wanted my alien to be Organic but the appearance of a machine, So I created mechanical / armoured looking thumb nails for the alien and chose the bottom right one to progress with. 


Concepts for the Side Kick / Hero, For the hero I decided to go for a female that was sleek and rogue like, The side kick was going to be a male Alien that assists but I didn't think it'd be a great mix


Project 3 - Level Progress


Keeping the layout I began to create assets and textures to get a better feel for what would fit within the environment, My overall look is meant to be a clean sleek minimal Sci-Fi appearance enphasising on lights and reflections.

The layout I thought was good enough and began to create mesh and assets to place in, the first being the elevator and then some offices and doors.


 On the second pass I began to add in some basic models and change areas around, I removed two blocks of offices on the right had side of the level and made the area a "Lunch" area that is exposed to sunglight.



For my level I had the intention to create a lobby/office with a Sci-Fi look, I initially began blocking out the areas so that I was able to get a feel for how it would play and whether or not the design made sense,

Wednesday, 21 January 2015

Project 2 Final Renders

How the ship turned out fully textured, making as much use as normal maps as possible to give a varied busy and scruffy look to the fighter, for the texturing style I looked at Warhammer 40k Models for the influence as well as the design, I wanted the bolts, panels and damage the ship had to really stand out as much as possible



The face version of the model I created.



This is a painted model of a Storm Talon from the Warhammer Universe, I believe the aesthetic I went for closely matches it in the way I had hoped.