Thursday, 30 October 2014

Finished textured table and chairs


For this project I wanted to go for a sort of mahogany wood texture on my models and so i made the colour of my wood a lot darker and more red than brown. I found that the chair on the left was certainly the easiest to make and texture but texturing and modeling the second chair on the right proved to be much more of a challenge for me. The hardest part I found was the cylindrical back of the chair and it was also the most awkward to get a good grain on with the texture, but im fairly happy with my finished products.

chair modeling progress



Thursday, 23 October 2014

Gun design - research


I have decided to start my research into the category of fire arms i find the the most appealing, Bullpup loaded magazine rifles, where the magazine is position behind the trigger instead of the more popular position of being in front of the trigger like in an M4 for example.
               

Bellow are some sketches of weapons that feature in the game Battlefield 4.

Final weapon design concept





When I first approached this task the first thing that came too mind was a futuristic gun, but as I began to do my research I started to lean more towards modern weapons like the typical SMG's that you see in first person shooters.
My idea behind the double barrel came from the phrase two in the chest one in the head, and from that i thought it would be an interesting concept that did that in one tap of the trigger. The under barrel fires two bullets at the targets chest and the top one fires a single round through the head, when aimed correctly of course. Having the double barrel leads too the next feature of this gun with its dual clip magazines, so that each barrel has its own magazine to feed from. 

Thursday, 16 October 2014

Level design research


In this video i have recorded the footage of games that i found to have interesting level design for the opening level. Looking into how the game plays has helped kick start my progress into my assignment, after this i will be looking at the actual design maps for a couple of games, not only the ones in this video though, i shall be branching out to find others.

Wednesday, 15 October 2014

Tentacle research


Above are images of things which reminded me of tentacles from video games, films and real life, there are also some examples of generic tentacles to use as brief reference. (The Behemoth from HellBoy was included after I made the moodboard, my intention was not to make it separate to make it appear more relevant.)

Tentacles concepts


The World Eater! - Tentacle project


The inspiration for this design came from watching one of the recent episodes of the new series of Doctor Who, where an alien species hatches from the moon and fly's away to find a new home, laying another egg(moon) to replace the old one, though this creature had the appearance of a huge butterfly combined with the serpent body of a dragon, and it was completely harmless to the planet.
This sparked my idea for creating the world eater, a giant beast that erupts from the moons of planets all over the galaxy. This process takes place when the planet becomes largely over populated by the species that populates it, then the world eater will erupt from its slumber with in the moon and latch onto the planet, consuming everything all the way to the core, eradicating the planet and giving the world eater enough energy to break from its moon shell and move to another planet where it will create another moon, with a world eater inside, the previous world eater will then eventually wither out into the vast nothingness of space, while the new moon takes its place.

Tuesday, 14 October 2014

Tool creation progress




First time texturing in maya was a difficult task for me. Im really happy with the outcome but I think the most difficult part of the process for me was laying out the UV's in the UV editor, I found the interface very awkward to use and to get used too but I got there in the end. I think in future models though Im going to avoid blinn material for objects like wood, as it gives off a sort of un-natural gleam i found.

Thursday, 9 October 2014

Young Link Maya model

 After really enjoying my first time creating something with Maya, i decided straight away i wanted to make something else. However, with my lack of experience i thought it was pointless jumping straight into the deep end and trying to create a high detailed model, so i thought it would be fun to try and create a low poly version of kid Link from Legend of Zelda Majoras mask and Ocarina of time.
Bellow are screen shots of my first step, creating Links head. Its clear there's a lot that needs to be changed, i feel his hair needs to be longer, his face rounder and his ears pointier, but all that is easy enough to customize, at the moment i am just experimenting. When the whole models done i will be looking into properly texturing the whole thing.






Tuesday, 7 October 2014

Fish model 2.0- Success!

Following the walk through, helped so much this time around! I can see where i went wrong, and found room for improvement so i feel that actually making two models was beneficial for my learning of the Maya software.


Monday, 6 October 2014

Fish modeling first attempt-

Bellow is my first attempt at modeling a fish in maya. This was my first time modeling anything in maya and I was unable to access my Lynda.com account to walk me through the process of creating the model, so I completed the whole model by just remodeling primitive shapes. 

Since creating the model I have gained access to a Lynda.com account and shall now have a second go at modeling the fish with guidance from the walk through, i shall post my outcome shortly.



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