
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.
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
Wednesday, 11 August 2010
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
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
Monday, 22 March 2010
Matinee!
Friday, 19 March 2010
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.
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.
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
Monday, 7 December 2009
Handheld final model sheets
Sunday, 15 November 2009
Gotham: Done
Friday, 13 November 2009
Gotham Environment Update
Thursday, 12 November 2009
Angry Rugby player
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.
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?
Tuesday, 13 October 2009
Aston Martin DBR9: Diffuse Texture
Wednesday, 7 October 2009
Update: Aston Martin DBR9
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