Monday, 27 October 2014

3D Work: Wooden Furniture

Here is some wooden furniture I've modeled then UV wrapped with a scratch made wooden texture. There are three different tones of wood but they all share the same texture sheet to make the most of the space.
This took me a while but I enjoyed most of it. It gave the knowledge for when I need to create my own 3D object for a game world, similar to when I modeled the hammer and crowbar.

Monday, 20 October 2014

Create a Gun


This week I've been tasked with creating a gun that could fit in a modern day setting, so no lasers etc. It also has to look like it could work. I'm very fond of sniper rifles as well as sub-machine guns, so I decided my weapon was to be some sort of combination at least in its appearance.

These are some initial sketches, I want my gun to have the accuracy of a sniper rifle, the stopping power of an anti-material rifle and the recoil control of a sub-machine gun.
Here are some silhouettes I quickly came up with, combining the three rifles I'd sketched above.

I've now decided on the design I want, I've combined a couple of the previous silhouettes that I liked. I'm now changing the colour to find a scheme for the gun.
 This is the final image. In my opinion it turned out really well, it looks 3D and as if it were a real gun in some sort of near future sci-fi game or movie. I think I could have spent more time on the scope and strap though, as they look a bit flat and incomplete. Overall a slight bit of weathering could go a long way in making it appear more realistic and make it pop out some more.

Sunday, 19 October 2014

3D Work: Gun Turret and Sci-Fi Corridor

This first model was part of an exercise to create a turret from an image given, this was my result.
 This next models I created for use in my 2 minute level project, its a part of a corridor for my space station themed level.



Friday, 17 October 2014

Quick Creature Designs

This was some practice creating ideas for creatures using silhouettes, the theme was crustaceans. I first blocked out the shape of a creature than filled it in with some tones to show details. This is a great technique for quickly get down concepts, even if I don't have an idea, I can come back to a silhouette and fill it in at a later point if I suddenly see something emerge. I never used silhouettes as a way to come up with ideas before so this was a big insight into conceptualising.

Thursday, 16 October 2014

Tentacle Monster

This week I was given the task to create a monster of some sort with the theme of tentacles. So I looked at a few notable animals in the real world with tentacles or tentacle-like appendages. These first few sketches were done on paper.
 These next drawings I did in Photoshop, using my original sketches as reference material. I also selected a colour palette. I choose mostly an orange/red theme for colour because its very fleshy quite squid-like. I added in blue for the jellyfish pieces of the creatures to make in look more 'gloopy' and slimy.
 And this is the final creature design, I based it mainly off my forth idea, but added some more tentacle-like features; suction cups and more movement. I still think the image is a bit flat though, I need to try experimenting with more colours to simulate texture and shadow. The shell on its back also doesn't look quite right, the perspective seems off, and like the rest of the image, it looks flat, not much texture or tone.
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Saturday, 11 October 2014

3D Modeling Practice: Crowbar and Hammer

Just some simple tools done this morning to get some experience in modeling items that may be found in a game environment.


Tuesday, 7 October 2014

First Two Minutes: Level Storyboard

This shows the progress through the level as well as what animations and sounds trigger throughout it. It also shows any camera movements, like shaking for example.

Sunday, 5 October 2014

First Two Minutes: Initial Sketches Cont.

Here are some more room designs I've created. The first being almost like the security check-points you have at airports, scanning for illegal items as well as a help desk. This leads to the next room which is a corridor that contains the entrances to the various docking bays. The final room is and entrance way to the generator controls; the idea is that you need to enable full power to open the doors and navigate the rest of the level.

Saturday, 4 October 2014

First Two Minutes: Initial Stetches

I need to design and make a level for the start of a computer game, the first two minutes or so. I've been very inspired by games like Mass Effect, Warframe and Star Citizen, so I'll be creating a sci-fi, space station level with the objective being to get to you ship and escape during an attack.

Here are some initial ideas for corridors and rooms, this will give a good starting point for how I want the level to progress and to keep a consistent style. I've quickly done these in Photoshop, there are a few different perspectives so to give an indication of space and shape.