Wednesday, 13 January 2016

Interior Design 1



Many improvements yet to come, quick shading/clean lines and more detail, but i am happy with the current look

Monday, 4 January 2016

BA2A - NUA ART TESTS - Wolfenstein inspired

So here we are new year new term! and right off the bat we have a new project which im super hyped for!

Project Wolfenstein
The Hateful Rise Project

Description 
With the success of The New Order and Old Blood, MachineGames are working on a new prequel project focused on the resistance during the rise of Deathshead during 1944 in the Wolfenstein universe. Unlike the previous installments, they are experimenting with a squad based shooter and are not using their usual hero William "B.J." Blazkowicz.

Task Requirements 
You are to design a train inspection point that the resistance squad must encounter. Your mood painting should present the military building occupied by soldiers and the adjacent rail line it inspects. The building can be purpose built or modified for military use. Consider the squad based skirmish gameplay inside the building and create a detailed design of the interior. Take a couple of the interior assets from your design and expand upon them with assets sheets as reference for 3D artists.

Task Specification
❖ Exterior Mood Painting
❖ Interior Design
❖ 2 Asset Sheets



So heres a little sketch for the "exterior mood painting" this is only a sketch intended for playing with view points:


Thursday, 24 September 2015

YEAR 2 PEOPLE!

So there you have it year two is here! this year we are creating our very own game demo all from scratch (or pre-built assets) its going to be a blast, first task is to come up with an idea list which is pretty simple be done in an hour or 2 so keeping that in mind i went ahead and got use to everything all again but i also added in the new addition UNREAL ENGINE 2! what a piece of software it is! so good to use and its just like a devkit for modding (so pretty familiar)


So all in all a damn good year, lets get going!

(see below for reintroduction to software)




TREE STUMP!

so i was looking through google at asset and came across this picture of a cartoony tree stump for the life of me i cant figure out where it is now but i decided that i wanted to do something similar but redo the texture for a more serious approach...






Once i get some trees on the go and any other foliage ill try and make a scene with this situated in it until then PEACE!

Thursday, 21 May 2015

Folly

We were tasked to create a folly within maya a 3d modeling package,




this is my end result with many failed attempts due to technical problems, this has caused my blog to slack with minimal information, below i will post all past pictures of failed attempts with some reasearch











Wednesday, 22 April 2015

BA3 and medieval doors!

BA3: Maya and architectural studies 

Last project of the term!
here we have to do 4 studies within Autodesk Maya based upon buildings or parts of buildings from any era.

My first study i chose to do a medieval rounded wooden door, having never used maya before i thought this was going to be a tough and slow progression rate but i was very wrong once starting maya i found it was easier then i thought, the real challenge is texturing and UV mapping.

Below are the references i found for the door, i like the combination of the stained wood and bright stone this sets both off very well making them very distinct.







The Model:

Here i began texturing, (there are no previous screen shots due to the files corrupting on a pendrive)  as this door will be a static none used door if it were in game, i only needed to texture the front which is the part players would see, this ment i could save alot of time and over all size so this is only a very low poly door.





Having taken the UV maps into photoshop i begun to texture, this was very frustrating at first to figure out how to even get the maps INTO photoshop, but in the end it was worth it as i quick like what the end result was.


below is the final product, i am quite happy with it over all as my first model and textures, i added bump maps and adjusted lighting, i feel i could of adjusted the bump maps to not be quite so prominent on the stone arch, i like it on the door as it gives a very old used feel to it with lots of scuffs and marks, when i come to do model 2 i will keep these things in mind and improve upon them to the best of my current ability.