Tuesday, 24 March 2015

Organic modeling exercise.









Though I am actually really happy with how my model has turned out at this point i am really disappointed that somewhere along the process of making my model I must of made some mistake that I hadn't picked up on, and this mistake has caused a lot of issues with the later stages of modeling.
I finally figured out that the issue was that all the middle faces had reversed normals and that was causing a strange shadow effect that was going straight down the middle of my model. Bellow is a screen shot of the full smoothed model.

I did however run into some problem when importing the model over too mudbox so that I could texture it. 





Saturday, 21 March 2015

Airship game - Gameplay concept



Using the paint over technique to get some quick feedback for the perspective of this image, I created a concept of the player moving through the canyon that the game is based in firing at the enemy ships. Im pretty happy with how this turned out and from it I can definitely say that i will be using the paintover technique again as it really halved the time that it would usually take to make a piece like this.

Airship game - Friendly turret design

Friendly ship turret model ( front and back )- 



Rough idea of the view the player will have -

Front of player camera zone -


This is the idea I came up with for our games main turret that the player will control and use to take down the enemy ships. At this stage we belive that we want to have to different types of firing, so for example rockets and normal bullets and so I took this information and designed this turret around that. I created a double barreled chain gun that would be the primary firing gun, shooting a 25mm round at a high fire rate that would do the standard base damage to enemy ships. In the center of the turret is then a rocket launcher that can be fired when the player has this ammo available. The group is still unsure of which turret to use yet however as another member is also making a turret at the moment too.  





Above are images of the base of the ship after texturing it. The idea here was to get some detail into the surrounding area of the player so that when the player moves the turret around they actually feel that their on a ship and not a turret floating through a canyon.




Above is the final textured turret that I had to create due to complications with the mesh of one of the turrets that a group member created. If I had more time to texture the turret I would of made it much more detailed and made use of the specular and defuse options but i'm pretty happy with how it looks at this stage. 


Airship game - Large enemy ship

Original Large enemy ship plans by Chris Rothwell (Group Member) - 


Final model of Large Enemy ship (turret was changed)-

 Turret concept for large enemy ship-

 Beginning of texturing turret-


This model was the first that I had created that required somebody else's plans, which was quite exciting as it gave me the feel of actually working in a game development environment, taking the designs that had been sent to me and turning them into a model which i would then give to somebody else to put into the unity file. With this excitement came a lot of inspiration and motivation and so I put a lot of work into this ship to make sure it looked exactly how we wanted it too, and im really happy with the outcome of the final model. We also needed the the ship to fire back at the friendly ship so i began designing a turret for this enemy ship in a separate file and finally attached it to the ship, so that we could have a point on the model where the gun fire would come from that would make sense. I did start to texture this ship along with the turret, but after some discusion within our group we decided that it would of been a waste of our time to do so as block colour would suffice given the distance these ships would be from the friendly ship's field of view. 


Airship game - melee ship


 Small enemy Melee ship concept-

 Small enemy Melee ship (first model)-


Final design for melee ship, front and back -



Withing our group's game project, there are two types of enemy classes. A large ship that fires back at the players ship which approaches slowly and has to be shot down. The other is this small melee ship, which heads straight for the friendly ship at ramming speed which can either be avoided or destroyed. Given the task of designing and modeling this ship I knew that I wanted to give it a sharp makeshift feel and so I added these sort of scrap metal armored plates to the front, where all the damage would of been taken. The main detail on this ship is the three metal blades attached to the front which I designed to look as if they could break off to avoid any hull damage when ramming into other ships, I think these blades are truly what gives the ship the feeling of it being the enemy.

Anthropomorphic Design - Frog people







The Forest Folk - From looking at images I found by researching frogs and toads on pinterest, I found that tree frogs where the most interesting in design with their vibrant coloring and glowing red eyes. So, from the images I found I made myself an image of how i imaged the anatomy of a humanoid tree frog would look, to get some idea of how to pose the final design.
After deciding i was happy with the anatomy piece, I decided that i wanted my design to have a sort of tribal forest feel about them and so I designed three costumes for the frog people to wear, all having their own traits and from this I combined the medium and heavy costume in my final design for this sort of forest folk war chief.
The creature I have created has armor that consists of mainly animal bone but also leather and some brass for belt buckles. Its main weapon is a spear with a piece of serrated bone strapped to the end which can be used at range and melee much like a javelin.


Wednesday, 4 March 2015

Steam punk project



https://uk.pinterest.com/al3xp1tt/steampunk-research/
For this project I decided to create a pinterest account and use only images from pinterest as influence on my design.


Mantis Exo Suit


Pyromancer 


The alchemist 

These are the three character designs i have created for the steam punk project, they all very unique in thier own way but I think the one I will be choosing to make as a final design will be the mantis design. Im far more comfortable with my skill in drawing the male form than I am the female form and so I think this will be a good challenge for me. I also find this to be the most interesting of the three designs that i created with its ability of flight and dual wielded blades.




Above is my final steam punk character design. I designed to change the design up a little bit, giving the character some old biker goggles considering she would be flying through the air a lot. I also changed the dual blades so that they weren't hooked and are now have more of a sharp looking edge. Another change I made to the design was extending the brass chess piece armor further down so that i would flare out at the bottom protecting the characters legs more.
Im really happy with this design looks a lot more appealing flying through a rainy night so that you can see the rain shearing off the wings.

Sunday, 1 March 2015

Lava project - Creature design



The Crater Creeper - A creature that is capable of taking a humanoid form and smashing itself through the lava formed rock floor of caverns within volcanic parts of the world. On smashing through the rock, the Crater Creeper latches on to some of the rock that its shifted out the way to form itself armor making it nearly invincible, unless struck with a blade infused with water magic. The Crater creepers main means of attack is shooting jets of lava at its enemy's through the ends of the arms that it forms, and his main draw back is its lack of mobility as it can only really be in one spot unless it goes back underground and burst a new crater somewhere else.