Sunday, 15 May 2011

First post in ages - Flick knife

I've not been doing any work recently. Trying to find a job has taken up all of my time. But here's something I just did. It's a flick knife. Quite high poly.


Saturday, 2 October 2010

Footballer

I've started to model a footballer for no particular reason. It's going to be relatively low poly, with most of the detail in the cloth done through normal maps made in Mudbox.

Here's a WIP



Update: Hands have been done. They've sort of come off as a bit of a caricature style, so I think I'll stick with that theme.

Friday, 1 October 2010

Honda Civic Type-R

I started to model another car. I've not done much on it so far, but it's taking shape nicely.

Wednesday, 11 August 2010

Concorde

Just got done modelling and texturing a Concorde.



Tuesday, 8 June 2010

Actual Portfolio Work

Now that I'm out of university, I have begun work on an actual portfolio project.

For this project I will be designing and creating a lot of 3D game assets for an original game idea, which will all be imported into the Unreal 3 Engine and put into custom maps. The end product should be several maps in Unreal that are truly custom maps with little to no pre-made assets. This includes things such as terrain textures and skybox textures.

I began modelling some things last Friday, here are some progress pictures:





The first level for the game is set on Mercury, where a very small colony of humans live.

Top left: A small waste silo
Top right: A very large power station/terraform plant
Middle left: Three different size solar panels
Middle right: An outside hangar for vehicles
Bottom left: A large hangar ~300m long
Bottom right: A large waste silo

Friday, 30 April 2010

Bored... feeling my inner nerd welling up inside me.



For jollies I've made a vid of me with a lightsabre in After Effects. Quality is poor because it's from my phone camera LOL




I've turned to the darkside

Sunday, 4 April 2010

Cutscene nearly finished

Bugfixes and better keyframing, then it's done!


Monday, 22 March 2010

Matinee!

Oh how I've missed you, Matinee!



To be quite honest, I'm enjoying it a lot.

Update: Some screens of it running in game WIP



Friday, 19 March 2010

Motion Capture in Unreal Editor

All animations are in Unreal in a custom package.

Thursday, 18 March 2010

Motion Capture on Unreal Rig

After a ceaseless day of toil, I managed to get my raw .c3d files into Motionbuilder, cleaned up and onto the Unreal rig.




The motions were performed by me at my University's motion capture studio. This is just one motion where a character is talking to another character.

Tuesday, 26 January 2010

Mercenary for hire

Another character creation module. Advanced modelling for games engines this time and we have to make a character that can be imported into UT3 and used as a player character.

My character is a modern day mercenary.



I've begun to model his flak jacket. After this, will probably come his arms, then his legs and finally his head.

Update:

Upper arms and undershirt done



Update:

Added the proper muscle definition to his upper arms and begun to model his forearms.



Update: Arms down to wrist, legs, boots and knife



Update: Hands done.



Update: Head done and rigged to the UT skeleton. His shoulders are a bit wider than hey should be to fit he UT rig, which is a bit naff.



Update: Began texturing today. Major drag.



Update: Began texturing the torso and arms today. I started using Mudbox's photoshop exporter, but figured that wasn't great for doing the hands, so I created the texture map in Photoshop the bog standard way.



Update: Sculpted, textured, needs specular.

Tuesday, 8 December 2009

Gotham Model Sheet

I needed one, so I made one.

Monday, 7 December 2009

Handheld final model sheets

I've modelled, textured and rigged my characters and made a model sheet for each.





Update:

I've just done a quick mock up of both characters in game situations on a PSP




I love Igor.

Sunday, 15 November 2009

Gotham: Done

I've finished all the texturing and object placement, finally. Now it's time to get it into an engine!

Friday, 13 November 2009

Gotham Environment Update

I began texturing the first of the three buildings today. I've managed to complete it before the day was out, which was nice.



I find texturing to be eminently more fun when working from reference pictures, as my artistic talent is incredibly lacking.

Thursday, 12 November 2009

Angry Rugby player

Another handheld character. This time it's a positively fuming rugby player. Kit is a vague representation of the Warrington Wolves kit.



Update: The face is god awful, so I changed it to a cartoony face.



Another update: Changed the model so it's sleeveless. Much better.

Wednesday, 28 October 2009

More University Work: Project Gotham Environment

This is the second task given to us for Advanced Modeling. I chose to do the environment challenge where we have to create a small row of buildings from reference pictures to go beside a street course in a racing game. These buildings have already been featured in Project Gotham Racing 3 so it's a good way of comparing my work to professional work.

Apparently it took the artist 5 days to complete the buildings. Luckily I have about 6 weeks.



This is what I have so far. Approximately 2,000 triangles from a limit of 10,000.



Update: another building added, and some street objects. Roughly 2,500 triangles now.

Thursday, 22 October 2009

Igor, have you watered the brains today?

Low polygon model for a handheld game of the mad scientist's loyal servant, IGOR!





UPDATE:

Igor has a texture!



912 Triangles
256 x 256 8-bit texture

Tuesday, 13 October 2009

Aston Martin DBR9: Diffuse Texture

The DBR9 with a really awful diffuse texture on it. Now if you'll excuse me, I have to go put my hands in some warm water to stave off frostbite.




Update: Specular map applied, fancy model sheet:

Wednesday, 7 October 2009

Update: Aston Martin DBR9

I've finished the model, it's at 1498 polys including the wheels and spoiler. There was misunderstanding about polys/tris and it turns out I had 1500 polys rather than tris to work with.



Now to unwrapping...