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

Half way through this project I thought it was really going downhill, especially after I was getting some really boring colour tones with some of my first lighting solutions in UDK.. but after doing some research and putting in some more hours I'm really happy with how this came out!





Monday, 26 November 2012

Asset Presentation

I've finished up all of the assets for my Egyptian Ruins scene and tried to work a bit on my presentation skills.. it's still not quite where I want it to be but I think it's better than previous attempts! Presented with a 3-point lighting system in UDK.






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.


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

Time to start another module! The brief states that this environment must be Darksiders themed/inspired and needs to stick to various technical limitations as it's aim is to be used for a mobile device. I started off with a very basic blockout and built my ideas from there.


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

I picked Soul Caliburs 'Egyptian Ruins' stage for my Advanced Modelling Environment, after gathering some different concepts I blocked out a few basic layouts to see which I wanted to work with.


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:

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.

Character Animation: Video

All of the pieces finally finished rendering, here's the vid:

Thursday, 19 April 2012

Character Turntable

Also rendered out a turntable of the character.

3D Character Presentation

Finished up my character now and decided to do a very basic rig for him so I could pose him as well.. the module was fun but I want to try and stick as much to Environment work as much as possible in the future for sure.

Friday, 13 April 2012

Character Texture Update

I went back and did a second pass on some areas of my characters textures and tried to do a slightly better 3-point lighting set up in 3ds Max.

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..


Wednesday, 4 April 2012

Character Texturing

I've made a few passes of the Diffuse for my character using Projection Master in ZBrush along with some hand painting in Photoshop.. I think I need to add more colour tones to areas like his cheeks and such to bring him to life a bit more.




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.