Friday, 30 November 2012
Handheld Assets
With my Egyptian Tomb finished it's time to push on with my Throne Room scene, only a few weeks left now!
Thursday, 29 November 2012
First Environment: COMPLETE
Monday, 26 November 2012
Asset Presentation
Wednesday, 21 November 2012
Egyptian Ruins: Progress
Some progress from over the last few days.. there's no specular maps on anything yet.. I'm not sure what I think about the scene right now. I'm going to finish off the last couple of assets tomorrow and apply the speculars.
I'm considering moving away from the typical Egyptian "sand-stone everything" which is very apparent in photos and trying to add some colour to the scene to bring it to life some more.
I'm considering moving away from the typical Egyptian "sand-stone everything" which is very apparent in photos and trying to add some colour to the scene to bring it to life some more.
Saturday, 17 November 2012
More UDK
Here's a quick screenie to show how the scene currently sits, working on diffuses for everything as well as going over my normal maps to fix some errors. The statues aren't unwrapped or normal mapped yet.. Lighting is just basic point lights for an idea of what I'm going for (bowls on the walls will hold fire):
Friday, 16 November 2012
Egyptian Stage
Took a break from unwrapping/normal mapping/light mapping to do some work on the platform.. Normals are pretty sorted and the diffuse is about half way there but the spec is just some adjustment layers along with alterations on each of the individual layers.
Friday, 9 November 2012
The Throne Room
I made a lot more progress with the design of my Darksiders inspired Handheld scene, I decided to bring the steps further forward and change the demon circle in the centre to a throne, I think it adds a lot more interest and story to the room and helps break up the modularity.
Thursday, 8 November 2012
UDK
Really starting to get to grips properly with UDK for the first time, although I've used UE3 before and this is quite similar it's still a different tool set to get used to. Here's my Egyptian Ruins scene thrown into UDK.
Friday, 2 November 2012
Egyptian Ruins: More ZBrush
I managed to finish up the ZBrush sculpts for all of my assets in the Egyptian Ruins scene, I learnt a lot from some of Orbs sculpting tutorials and his brushes were extremely useful for adding damage and destruction to my pieces.
Monday, 29 October 2012
Handheld Games Design: Environment
Friday, 26 October 2012
ZBrush Statues
Over the last few days I've been ZBrushing my Anubis, Ra and Sobek statues for my Egyptian scene, definitely learning more about the program although I think I'm still lacking when it comes to characters and missing too much on the anatomy and form.. something I'll have to work on!
Wednesday, 24 October 2012
Egyptian Ruins: Base Meshes
I settled with the circular design for the whole scene, and created base meshes for all the assets to take into ZBrush and start sculpting.
Tuesday, 23 October 2012
Egyptian Ruins: ZBrush
I've been dying to do some more ZBrush work so I thought the Egyptian Ruins scene would be the perfect place to try and expand my skill set with it a bit.. here's the first piece of work I've done with the scenes centre stage.
Thursday, 4 October 2012
Advanced Modelling: Environment
Friday, 28 September 2012
Beginning of the End
This year is my last one at Staffordshire University so I really want to try and push myself as much as I can.. I'm going to be creating an environment for each of the core modules and taking optionals that I think will help expand my skill set as an Environment Artist
Here's some work from one of my optional modules; Lighting Techniques. We were given a scene and we had to work the material definitions to suit the scene we were trying to portray as well as apply an effective lighting solution.. this is what I managed to come up with over the last week:
Here's some work from one of my optional modules; Lighting Techniques. We were given a scene and we had to work the material definitions to suit the scene we were trying to portray as well as apply an effective lighting solution.. this is what I managed to come up with over the last week:
Thursday, 3 May 2012
TDotW: Pitch Video
At the end of this semester we have to pitch ourselves to our peers, showing what each of us has done towards the project as well as a short video of how the level has turned out. This is my section of the vid with my work:
Saturday, 28 April 2012
3D Graphics Technology for Film
This is part of an optional module that I took this semester, the idea was to project an image onto some basic geometry and then animate objects as if they were in the scene, specifically using particles where possible. I decided to make a short animation of a 3D Equalizer.
Thursday, 19 April 2012
3D Character Presentation
Friday, 13 April 2012
Character Texture Update
Wednesday, 11 April 2012
Character Animation Scene
Another module this semester has been Character Animation which has been quite.. different. Although I enjoyed the project so far, mainly due to building up an environment and a bit of a story, animation is definitely not something I want to really pursue.
Here's a few renders of the scene so far, video to come soon..

Here's a few renders of the scene so far, video to come soon..
Wednesday, 4 April 2012
Character Texturing
Saturday, 31 March 2012
Normal Maps
Managed to create a final low poly mesh for my Character and then, after decimating the mesh in ZBrush, baked down the high poly model.. was quite pleased with how it came out, I was expecting a lot more errors!
Monday, 26 March 2012
More ZBrush
Worked a lot more on the character in ZBrush and I'm pretty happy with him so far, I think I've managed to work on his form a bit more although he is still slightly square and blocky in his mid-section.
Sunday, 25 March 2012
ZBrush!
Started sculpting my character in ZBrush today, trying to work on the muscle groups on the upper body and get some more of the form right before I move on.
Saturday, 24 March 2012
Back to Body Modelling
Time to make some progress on my character for the 3D Body Modelling module, first of all I fixed up some of the topology so he was ready to start work on in ZBrush
Friday, 23 March 2012
Asset Texturing
Textured even more assets for The Day of Their Wrath ready for Lucky to throw into Unreal and finish off building the level.. Although it has been a big amount of work in a short time I've really enjoyed working on all the pieces so far!
Thursday, 22 March 2012
Wrath: Extra Assets
Textured the shop fronts for TDotW, going to add some cracks on the glass to fit it in with the whole apocalyptic theme and add some names to the shops.. Also modelled some extra assets for the rooms in the tower block and a street light / spot light for spamming along the streets, which I will be texturing tomorrow!
Friday, 9 March 2012
Wrath: Street Assets
Textured the street assets last night, going to be doing some shop front textures next week. Really enjoying doing a lot of Prop & Environment Art work!
Friday, 2 March 2012
More Wrath Props
Finished making some assets to fill the streets, primarily outside the shop fronts, but some of the objects such as the fence and pole are plastered around the streets of Paris.
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