Saturday, November 20, 2010

Advanced Game Characters Class

Hey guys! Well after having to retake this class because of my indecent character modeling skills, I have two character models now.  I feel that my month 2 model came out alot better than my first run through the class and hopefully will be enough to pass me through the class. Also, there are two fan projects, which I'll post below the character image. Keep reading and I'll keep you posted!

Character Models

Crash Bandicoot

Zapdos

Saturday, November 6, 2010

Quick goofing around!

I just thought I'd share this because I thought it looked cool :P Only about 25 minutes and not that bad of a result!
Poker Table

Finally more assets!

Hey guys! I've been monster busy lately but finally managed enough free time to get more assets produced!  I managed to do a warehouse, a telephone pole, and a pile of mulch.  All in all I took about 3 hours to do them all, and am overall happy with it, though I know I still have a lot of correcting to do on spec maps, especially on the warehouse.


All on a 1024x1024 swatch

Monday, October 4, 2010

New Assets!


As I said earlier, I had some assets ready to be posted.  I just finished giving them the 3rd pass textures, critique as much as you want.  All three assets share the same 512 x 512 texture, but I'm thinking of maybe sizing it to 1024 x 1024 and including 2 more assets.  We'll see when that road gets here.

UV Snapshot Script Complete!

Hey guys and gals, I just finished up this sweet script that takes UV snapshots in maya and is much more useful than the built in maya uv snapshotter. Feel free to grab it through the link below, just read the included README and you'll be taking snapshots in no time!  I'll be back posting later with more assets! Keep following!

UVSNAPSHOT

Friday, October 1, 2010

Back After A While!

Hey guys! Sorry for the lengthy update time, I was busy finishing up my level design class and getting ready for this new month of classes.  In the small amount of spare time I've had, I managed to put together a few assets for the demo reel level. The barricades were finished within an hour and a half, but the pipe gave me a bit of trouble trying to work out the perfect polycount to normal map ratio.  I eventually found something I felt comfortable with and painted the textures (all of these textures were mostly hand painted with photo overlays).  Feel free to comment below or shoot me an email if you see anything that you think is wrong or right!

Thursday, September 23, 2010

The End of Night 1

So after gathering my final ideas on my first asset, I began to model it in Maya, the model was banged out in roughly 15 minutes, and then on to the texture process.  I got a solid base texture done in about an hour, but continuously kept asking myself, "Could it be better?" So for the next hour I piled and piled and piled all the small details I could without making it trashy.  Then I got the spec map out pretty quick, knowing that i wanted the grass tips to shine, as well as the tips of the cracks in the sidewalks.  The height map was relatively easy as well, but trying to get a normal to look right was killing me.  I finally settled on the best one I could find, but alas, I'm exhausted and ready for sleep. So, here it is, Asset 1, feel free to critique any part, the best kind of feedback is any kind.

Asset1-Sidewalk
Reference


Wednesday, September 22, 2010

Starting First Demo Reel Piece Tonight!

After this super long month of level design and sculpting away, I finally feel I have the skills to begin my first demo reel environment.  For the environment, I'm going to go with an abandon city that was under construction before a disease halted all construction in the area.  For the main set pieces that are really going to be top of the notch, I have a building currently being constructed (in the reference image in black and white), 3 warehouses, 2 that are enterable with indoor scaffolding and layouts unique to themselves, and lastly a forklift/tractor that will be the in middle of a dug out area with piles of dirt and rubble everywhere.  Hopefully this turns out for the good, because I plan to take my time on this, I'll be sure to post new assets when and while I work on them, feel free to critique!

Some Items I plan to include(from top left to bottom right) Warehouses, construction zones, curbs with gutters, building, and drain ways.  Notice the orange and old colors I chose, which I hope amplify the idea that there was a disease here.

Get Your Assets In There!

Hey guys, my domain name is down, so for now I'm going to have to use blogspot, no biggy, as long as my work gets out there! So this entry is going to be filled with current speed/daily models I've been doing, and will include poly count, time spent, and overall happiness with the piece! Everything I've modeled, UV'd, and Textured, unless otherwise noticed.

Wooden Barrel
Time: 1 hour
PolyCount: Roughly 230 Tris
Opinion: Overall I thought I did pretty good for the time limit I gave my self.

Wooden Ladder
Time: 1 hour
PolyCount: About 125 Tris
Opinion: I continued the wooden theme and felt I did better on this one overall than the barrel.

Wooden Sign

Time: 1.5 hours
PolyCount: 200 Tris
Opinion: To finish the "wood theme" of the week, I did a sign and made a quick logo for it. Overall, I thought it was a pretty bad normal map which caused it to look bad when I put it in Unreal.

Mailboxes(Left Realistic/Right Stylized)

Time: 3 hours for both
PolyCount: I did not model these, these were for a texture painting class at school.
Opinion: I really enjoyed handpainting the stylized texture and felt that I did amazing on it! The realistic one however, I wasn't too pleased with the metal texture color.

Snow Queen Pillar

Time: 6 hours
PolyCount: 800 Tris
Opinion: This was a doozy, my first real model made with transfer maps for game models.  I think that I did really good on getting the normal map, but the concrete doesn't look too concrete, I think it needs more edge spots where it is flat and chipped.