Wednesday, 25 March 2015

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.




Wednesday, 3 December 2014

Project 2 - Ship Modelling

Progress of modelling the ship, Currently sitting at quite a high-poly count due to the missiles and vents, I plan to use a normal map get the effect I want and get rid of the polys.





Project 2 - Vehicle Design

For this project the aim is to come up with a concept of a vehicle, So I decided to look into Space Ships and began by researching a lot of different designs and types, then created a set of Thumbnails, with the bottom one being what I wanted to take further.


Finished Environment

I made significant lighting changes and rendered via V-Ray










Wednesday, 15 October 2014

Prison Assets


This week I have been creating various assets for my Environment using 3DS Max and then baking out an Ambient Occlusion map and then manipulating it via Photoshop.