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Showing posts with label XB2002 - Digital Modelling. Show all posts
Showing posts with label XB2002 - Digital Modelling. Show all posts

Friday, 19 April 2013

Ashley Wood Robot Turnaround and Items





Full Mulefa Turnaround & Items





Modular Level Beauty Shots









Had a hard time with this on two different ends. The kismet didn't go at all well while the level took ages to make. So most of the level was designed and edited quickly. The kismet was actually atrocious and the level assets even though looking nice, needed to work better in both size and how they blend together.

The final outcome of the image though, I was glad it got where it did. The final result looking nice and overall happy with what i made in the time constraints of creation.

Mulefa Models Re-Done





This is my re-do of my mulefa modelling, following the guidelines of the review given to me by Ken. I think ive improved a lot since from the last model. I've added a small design to the back of the model. The texture is generally beter then the previous so overall im happy with the new mulefa model and texture design.

Opacity Maps





Thursday, 18 April 2013

Modular Texture Sheet





Really happy with the rendering of these texture sheets. They suit my style of art well and focused quite a bit of my time into them. I do think I had spent too much time in these and prepared myself for anything when it came to the modular assets. So this basically reduced the amount or individual assets which overall makes my level less full. I'm an idiot. Bu, for what its worth, I do like these and in game (when the opacity maps work), it actually looks nice and beldn well with the light.

Specular and normal maps i didn't do on these due to the reason I thought they didn't have much place on my models due to my art style.

Overall Bad Ending

For the Aztec Run Game, the udk models corrupted on me so I couldn't use them any further and could only use kismet. So I left it as it was, didn't want to make it worse.

For the Flower Gathering Game: Im basically crap and didn't sort my time out at all. Was having problems with the model the week before, assets weren't properly created, so i decided that I would design a simple prototype of how the game would work. I will hopefully make the aesthetics version better for the other part of the unit as that was what I wanted from this level more

I can't see me doing well but thanks anyway :/

Tuesday, 2 April 2013

Re-Do of Ashley Wood Robot





The re-do of my ashley wood robot actually went really well. I was surprised really that it did. Using the feedback we got from the last hand in was incredibly handy and helped me a lot when re-designing robot.

By using a rusty texture as a background and changing the opacity mode, the effects that came out were very different to each other. This is the on i appreciated the most overall and gives a sense of originiality.

Friday, 15 February 2013

Creating Space Assets - Hand Painting

After following the tutorial, the next task on this particular type of modelling was to hand paint are own textures based on a space ship and then import them into UDK to make a level. The picture above is the texture image I created to model my assets with in UDK. I liked the hand painting and enjoyed the speedy process of creating the assets in 3DS Max. After importing them though, in UDK, an error occurred where you couldnt clone SOME of the objects. It was odd and was a pain to have to work round this.

Overall though, enjoyable and easy process to creating quick buildings.

Modular Modelling Start and views



After not being in the for start of modular modelling, I was asked to follow the 3D motive tutorial online. By using the tutorial, I was able to produce the assets in 3DS max.

Defnitely find the method of approach much easier, especially building environments. For more complex shapes, this method couldn't be used, but for buildings with doors, walls, pillars etc, in my opinions, this is defnitely the approach to take as it tackles all that needs doing quickly and efficiently.

Friday, 25 January 2013

3DMotive

After searching online for a site that had a multitude of tutorials, after advice from my tutor, I decided that it'd be good to join 3DMotive. Its especially good for the type of modelling were doing now and im overall happy with the purchase of making the account.

I should be following tutorials to help with 2 lessons so I can do better quality of work withboth XB2001 AND XB2002 which helps UDK and 3D Max.

Thursday, 10 January 2013

UDK Environmental Design Research








I wanted to look at sci-fi and futuristic environments for this game as its an area i've not really done before during my time in Futureworks. I need to make sure the race track isn't covered unless as a straight as I want people to be able see what they need to avoid and have time to do so. Due to the perspective of the camera angle, this i needed in my opinion.

I'm going to need to design 5 landmark type items in a futuristic style which will be the main modelling ill be doing along the car. The rest of the track environment will be small futuristic elements and the items which people need to be aware off to avoid.

Reference Material for Kart Design of UDK Racing Game






The vehicle design i've tried to keep to a minimal as I don't think my modelling is up to scratch but due to the fact that this unit is in coalition with Digital Modelling, I think extensively pushing my skills is appropriate. For the other AI opponents after colour has been chosen will be designed basically in the same form but with a different texture sheet through colour and emblem.

These are the examples of karts i'm thinking of designing, and will try to use these in my futuristic theme to create a well modeled and textured car to use for both units in my UDK racing game.