Monday 7 July 2014

DESKTOPS

Some fun character designs done as desktop wallpapers




Fairy-folk


ORCS! Who doesn't like a bit of orc...

Wednesday 2 July 2014

ROCKS - moving onto higher quality texturing

So after so many projects involving hand painted textures and art, I thought I'd start to teach myself, and delve into the realms of next-gen, high quality modelling and texturing.

Used Mudbox to sculpt, then retopologised and baked off the AO, and normal maps.
Painted the diffuse in Mudbox to eliminate seams before using Quixel Suite to edit the maps further.


Here is my first fully finished rock prop complete with all the maps

Small and insignificant I know, but everyone has to start somewhere :)

The sculpting process 
retopologised to about 200 tris (probably a lot more than a simple rock prop should be)

Maps baked from high poly sculpt. Diffuse painted from a rock texture I had in my photo collection, 

Presented in UDK



THE REACTOR - final project of 2nd year BA(hons) Games Design

The Reactor is a collaboration between 3 designers and a sound engineer.

This project involved having to delve deeper into Unreal Engine 3 to create an entire playable level complete with programming and animations to make it function properly.

It was the most complex project I've undertaken to date, but one of the most enjoyable and interesting.
Here I learned new skills in basic programming and animation, and built on skills to develop gameplay and narrative.

All credit for art and concept goes to Dan Bavin (me), Peter Hurst and Vytautus Januskevicius (all of us Games Design students)

Kismet programming and animation - Dan Bavin

The soundtrack and FX credits go to Greg Owens (recent graduate in Music Production) with Carl Bownas

The Scientist - played by Amy Pryce
The Master Control - played by Dan Bavin & Greg Owens


For some reason the uploads would not work, so please follow the link to youtube for the final gameplay video playlist.



And here are some final screen grabs






















ELEANOR ARLINGTON

Found an old painting of a protagonist of a game idea that's still rattling around in my head.

She'll one day be an engineer on an airship

Excuse her 'top-heaviness' my anatomy needed some work back then




Tuesday 1 July 2014

THE STEAM TANK (old stuff)

Here is one of the funkiest things I've built to date. A finished, but as yet untextured model (again from my foundation degree), it was another of my earliest models there are definitely things that could have been improved on

The original concept piece (below) is by an absolute legend artist called Keith Thompson. His website is on the bottom of that pic. Check him out please!




blockout













cockpit detail












back leg and boiler













front leg and more detail









MIMIC CHEST (old stuff)

Found this happy chappy the other day from my Foundation Degree all the way back from 2011/12

One of the first models I ever built and textured to completion

Nicknamed 'lil bastard' he's a whopping 1400 tris!! lol



My first ever texture map



'lil bastard'

















Wednesday 21 May 2014

INDUSTRIAL PASSAGEWAY - next generation texturing

This was the first project to teach advanced texturing techniques, and introduced Normal and Specular mapping for the first time.

The aim was to create more realistic looking objects while keeping the poly-count to a minimum.



INDUSTRIAL PASSAGEWAY

Poly count (floor piece) - 2 tris

Poly count (wall) - 18 tris

Individual map sizes - 512 x512

Hand-painted diffuse maps

Maya

Hand-painted diffuse maps


Presented in Unreal Engine 3