Wednesday, 10 December 2014
Rooftop Props
Here iv'e made some office props to go into the buildings my team has made which will be passed to the texture artists to texture.
Drone Low polly textured light maped.
Here iv'e baked down the light maps from the high poly model down into the lowpoly model and assigned the paint layer as a material.
Drone Light maps and texture
Here iv'e exported my light maps the paint layer from mud box to bake down on to the low polly drone ready for it to be animated and then put into the level. I found I saved so much time using the paint tool to paint your textures in mud box for characters it means you don't to sort the UV maps out since it's all map out for you. it saved me allot of time.
Alien Drone High Polly model
Here I've converted my Maya drone model into mud-box and sculpt in detail mostly using the wax tool on 3.50 strength I then made a paint layer and painted on the detail using my concept art as a reference I'm now going to bake down the light maps and paint layers into the lower poly model. I found this to be allot faster and efficient method to creating characters then just only modelling them in Maya, since mud box is more of a sculpting program. And also mud-box is great for getting that organic look we wanted for the aliens.
Drone Maya model and rig
Here iv'e modelled up my drone concept and iv'e also put a rig inside it so it can be animated I had a discussion with my group about the movement of the alien I suggested it should move in a similar motion to a jelly fish as it glides through out the city,
Creative process first I started off with a cube and used my concept art as reference and extruding the back limbs out first then creating the mouth by adding in edge loops and then repeated the processes to create the head and limbs. after that I put a rig on it. I'm going to take it into mud-box and sculpt details and texture it.
Alien Drone concept art and model sheet.
Here iv'e develop the drone concept and model sheet I will model the drone using maya then I plan to take it in to mud box and sculpt and texture it in mudbox, and then finaly baking down the paint layer and light maps and to convert it to low polly so it can run in the level.
I've changed allot of the design adding a more fleshy tone and spine like shell only giving one eye and adding a mouth however I tried to keep the basic shape I wanted to emphasis there alien appearance making them look very unpleasant and discussing
in my creative process I silhouetted a basic alien shape with a hard edge brush, and then used a colour scheme of browns reds and yellows to paint the alien. I used a new layer and a hard edge and soft edge brush vary from 40% for hard edge and 20% for soft edge for lighting and shadows.
I've changed allot of the design adding a more fleshy tone and spine like shell only giving one eye and adding a mouth however I tried to keep the basic shape I wanted to emphasis there alien appearance making them look very unpleasant and discussing
in my creative process I silhouetted a basic alien shape with a hard edge brush, and then used a colour scheme of browns reds and yellows to paint the alien. I used a new layer and a hard edge and soft edge brush vary from 40% for hard edge and 20% for soft edge for lighting and shadows.
Playable character and drone design
Here I came up with a character concept for our game, I had to keep in mind that the apocalypse happened during modern day Newyork, so I had to be quiet specific with the style of clothing, I've chosen ex military character's as a theme. Also on the right is an early drone design concept I came up with. We discussed as a group we wanted AI and decided a drone would be best fitting for time I based the drone off of a flea and the goal in the game is for him to fly around like a watcher or sentry
In my creative processes I start by silhouetting the shapes of a human and a drone like alien using a hard edge brush on full opacity then I made a new layer and using the same brush but on 40% opacity I paint in the details using a range of light and dark greys.
In my creative processes I start by silhouetting the shapes of a human and a drone like alien using a hard edge brush on full opacity then I made a new layer and using the same brush but on 40% opacity I paint in the details using a range of light and dark greys.
Rooftop Aliens and growth designs
Here I came up with a concept on what the aliens could look like and how they function when I was thinking of what route to go down we discussed as a group,we wanted the aliens to be scavengers and parasites with a very ugly appearance. I decided to come up with a few features in there anatomy such as spore sacs, growths and to create a very organic worm like skin to really emphasise them as aliens.
In my creative process I used a black hard edge brush to silhouette a rough shape of an alien and an infected dog I then made a new layer and built up the detail using the same brush but on 40% opacity gradually built it up using a grey scale colour scheme.
In my creative process I used a black hard edge brush to silhouette a rough shape of an alien and an infected dog I then made a new layer and built up the detail using the same brush but on 40% opacity gradually built it up using a grey scale colour scheme.
Building concepts
Here I've came up with a few ruined building concepts for our level, as a group we discussed what caused the apocalypse and we decided to choose aliens as the enemy. we also came up with the idea of the aliens having weapon systems in there space ships, that shoot down shards full of spore sacs which level buildings and slowly infect them with a organic growth.
Creative process: I came up with a few building designs,which I give to the modellers to model up I used black hard edge brush on full opacity to block in the shapes of the buildings and then simply made a new layer and painted on the detail using grey scale colour schemes and used a hard edge brush on 40% opacity to build up tones and define details.
Creative process: I came up with a few building designs,which I give to the modellers to model up I used black hard edge brush on full opacity to block in the shapes of the buildings and then simply made a new layer and painted on the detail using grey scale colour schemes and used a hard edge brush on 40% opacity to build up tones and define details.
Newyork rooftop concept
New York rooftop concept art
Here I was tasked to come up with a mood concept for our game.
We where asked to create a first person shooter map with cover and a theme, but as a group we had many discussions on what theme to pick we originally was going to pick sci-fi but we discussed that allot of other people where thinking that root and we wanted to be different. We researched game genres for shooters and realised post-apocalyptic FPS aren't really done a great deal in games, so we decided to pick Post-apocalyptic as a theme. I came up with this mood-sketch to capture the feel of our level design.
In my creative processes, I used a black hard edge brush on full opacity to block in the shapes of the buildings, then created a new layer and painted in the details using only 40% opacity greys to block in the light and dark, and create the forms of the buildings and character.
Here I was tasked to come up with a mood concept for our game.
We where asked to create a first person shooter map with cover and a theme, but as a group we had many discussions on what theme to pick we originally was going to pick sci-fi but we discussed that allot of other people where thinking that root and we wanted to be different. We researched game genres for shooters and realised post-apocalyptic FPS aren't really done a great deal in games, so we decided to pick Post-apocalyptic as a theme. I came up with this mood-sketch to capture the feel of our level design.
In my creative processes, I used a black hard edge brush on full opacity to block in the shapes of the buildings, then created a new layer and painted in the details using only 40% opacity greys to block in the light and dark, and create the forms of the buildings and character.
Subscribe to:
Comments (Atom)

.png)
.png)
.png)

.png)
.png)
.png)
.png)
.png)
.png)
.png)


.jpg)

