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Basic Character Mesh

11 Jul

So this is basically the blank character mesh I created in 3ds Max for my Z-brush character. The whole body form is modeled after a reference image of a life model, as is the face. Although the face starts to resemble the life model a lot more once sculpted in Z-brush

bodyhand head

Z-Brush Charcter Model Sheets

11 Jul

LDF_NorseModelSheet copy LDF_DinoSlayer copy

These model sheets were created for the concept and reference of a character that I was to create in 3ds Max then sculpt in Z-brush. Once again for a fighting game, the choice of theme is wide open. I decided to stick to a warrior theme and so to relate the the Norse longship, I created a Norse Warrior. Since I needed two characters I wanted something a bit surreal, which is how the Dino-Slayer was born.

Each character has to be based off of a real reference model of a person. Prompting me to us http://www.3d.sk of brilliant high quality life model images, although for the Dino-slayer I distorted the reference model to get the stumpy muscle man you see in the model sheet.

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Tarkiil the Demon

11 Jul

This green chap here is a demon named Tarkiil (tark-eel) Made of 2600 triangles

The object of the project was to create a low-poly (2600 triangles) character that would be used for a fighting game. This gives a lot of freedom to create any character and so I chose to create a demon.

The hardest part of creating Tarkiil was trying to create his demon wings. I found them harder to model than his hands, albeit his hands are only made of 3 digits.

The unwrap for Tarkiil was the first time I used pelt mapping and it went quite well. The normal map wasn’t a requirement so I just threw it into Crazy bump to give the scales some definition

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Tribal Training

11 Jul

Tribal Training is the iPhone game equivalent of ‘Puppy Love’ from Earthworm Jim. The objective is to bounce the arrows off the shield and hit the target.This aim for this project was to create all the art for an iPhone game which may later be used by designers to create a finished game with the assets.

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Victorian Inventor

11 Jul

For this project the theme was a Victorian Inventor. The requirement was to create an environment which consists of 2 rooms that had to be linked. One room had to be the inventing room (the inventor could be of any profession) the other was their living space and there had to be at least one window in the entire environment.

I knew that the easiest way would have been to create a vast room with plenty of space for inventions and equipment. I decided to do the opposite and challenge myself. I wanted to create small rooms for the inventor whilst not compromising on assets or detail, which I believe I achieved greatly. My inventor was a black smith that is attempting to create satellite or reflecting dish (surreal I know) so his workshop is filled with necessary equipment, benches, a forge and anvil. I in fact used an emissive and transform shader in the forge so it would look like glowing embers.

BedView WindowView AnvilView ForgeView

The basement walls are in fact textured with my own source images. The dirty and broken plaster work were images taken from my house under construction at the time.

And although only small, the books on the bookshelf i found quite impressive as they were hand painted with no reference images and turned out better than expected.

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Marty the Muncher

11 Jul
Marty the Martian

Marty the Martian

LDF_Marty_16BitThis here is Marty the Muncher, a pet ‘Munchalon’. The idea behind this assignment was to create an original character that would be a franchise mascot that has been through the ages. This meant concepting the character and creating a version of it in old 16-bit form.

City of the Gods – Beauty Renders

1 Dec
This is a beauty render of the journey chest variants used in my longboat.

This is a beauty render of the journey chest variants used in my longboat.

This is a beauty render of the shields variants used in my longboat.

This is a beauty render of the shields variants used in my longboat.

This is a beauty render of my longboat, fully textured and a wireframe render

This is a beauty render of my longboat, fully textured and a wireframe render

Games Art Portfolio-City of the Gods

1 Dec

 

This video is a 3d model of a Norse Long boat. It has been created in 3ds Max and the turntable render was created in Marmoset. The final video was edited in Camtasia

The project was to create a piece of art for our portfolios based off of the phrase,’ City of the Gods’. My initial thoughts were of mythology and that turned me down the path of Norse mythology. Here I decided I would create a Norse Longboat, completed with a variety of shields and journey chests.