Tuesday, October 4, 2011

Level Design - The Flesh Hammock

I am working on creating a game concept.  This is a conceptual illustration for one of the main arenas in what will be a  fighting game based in hell.  The hammock is made up of stitched-together mouths that will devour you if you step on the wrong spot at the wrong time.  I thought it would spice up the fighting game niche to have the environment just as intimidating as your opponent.  Maya/Photoshop.

Sunday, May 22, 2011

Saturday, May 21, 2011

Tuesday, May 17, 2011

FINISHED - POST APOCALYPTIC PROPS

Building: 1,000 tri limit



Car: 2,000 tri limit


Creamator: 1,500 tri limit

Gasmask: 1,000 tri limit


Shotgun: 500 tri limit
I finished all my props.  Now to put them all together in a nicely rendered scene...

Sunday, May 8, 2011

UPDATED CREAMATOR


After beveling some edges and adjusting some proportions, I added an AO pass bake exported into my texture, normal map and graffiti.  I still see a few areas of improvement.  I need to tone down the normal map quite a bit and tidy up the main door.

Saturday, May 7, 2011

OPTIMIZED MODELS

Only the creamator, gas mask and wrecked car needed to be retopologized.  So here are some images of the new, low-res meshes of 2 of the 3.  The creamator is in the last post because I've started to texture it.

GAME MODELING - TEXTURED MODEL

So I'm working on starting to UV map and texture my models.  So far I only have a diffuse map for the creamator but I'll have them all textured by the end of next week with diff, spec and bump maps that I'll pull out of CrazyBump.  It looks a bit "blockish" to me, I think I'm going to bevel some of the hard edges.  I still have a couple hundred quads left before I hit my limit now that I've optimized the topology.

AIR & LAND VEHICLE





I didn't build this to smooth, so I'll be creating a new one by next week.

Saturday, April 30, 2011

BOAT



The assignment was a simple household object using NURBS curves.  I chose a ship in a bottle.  I used NURBS for the hull and sails and converted them all to polys for the final model.

LOW-RES MODELS