Wednesday 15 April 2015

World Building - Low poly weapon Final render.

After countless hours of texturing and modeling I have finally finished my flame thrower. I am really happy with the outcome. I achieved everything I wanted, although I wish I had more time to tweak my design. I must admit that I really enjoyed working on this project, even though it wasn't my comfort zone. I really wanted to try myself in 3D environment. The topology of the model works well and has a nice flow to it. I am also pleased with the silhouette of the weapon. Even without the textures weapon is readable.

Above is the picture of the mesh of the flame thrower. The whole model is low in polygons and could definitely be used in older as well as in newer games. The whole purpose of going this low with polygons is that I can produce majority of details using hand painted textures. The exact same technique is used by people over at Blizzard or Carbine Studios. 
Here's the finished weapon. I've used 3D-Coat for the texturing work and photoshop for the presentation purpose. As you can see I've added quite a lot of details that would otherwise require a high number of polygons. Cuts in the cloth and metal were hand painted which saved quite a lot of memory.
 In this shot you can see more clearly how I produced artificial light using highlights on the material as well as the cuts and other details.
Here I have painted quite a lot of lights on the back of the model. I think it definitely made the weapon more alive and believable. As far as the glow goes I have used exactly the same technique as in previous shot. I've added a slight wash over the blue area with a soft brush set to soft light, which gave an illusion of glow.
Overall I am quite happy with the outcome. I only wish I had more time to add some particles around the gun barrel or cables in the middle area, but even though I did not make these I still think my weapon looks appealing and I feel that I did really well with the task.

World Building - Low poly Weapon.

Now that other two task are finished I can proceed to the last one, which I think could be the most fun. Lately I have been doing quite a lot of work on my 3D skills and I am much more satisfied with them than ever. I feel much more confident walking into this project than before and I that I can accomplish a high standard outcome from this assessment.
I've decided to produce a low poly weapon which could be used in games such as Wildstar or World of Warcraft. I really enjoy hand painted textures so the fact that I can combine both concept art with the 3D work really appealed to me.
The other game that I though about while producing my intent was Brink. I loved the game back when it was released mainly for the customization options for both the character and the weapons. I really enjoyed the style and I think I want to achieve something similar with my weapon.

At the start of the project I was thinking about making some sort of fantasy weapon like an axe or a sword, but then I realized that I want to exit my comfort zone and do something else. I've decided to produce a flame thrower, that would have an appearance of a riffle. The weapon would be light and portable and would look as if it was used quite a lot.
Below I have attached some sketches that I did as a starter for the project, that I liked but decided to abandon because of me wanting to try something different. 






As I've mentioned previously I quite liked these even though I decided not to use them as my 3D model. Each of these weapons have some sort of story behind it. I wanted to make them feel unique and different from each other. 


Here I have started producing various sketches for my futuristic weapon that I've decide to do. Using the mood board seen above I constructed four of these sketches, but because I could not decide which I liked the most I've decided to pull bits from each design and construct something unique. 
As of now I am ready to build my 3D model. I have a clear image in my head and I think I can achieve quite a pleasing results based on the sketches I produced. 

Games Mechanic - Extra stuff.

Here's some work that I've produced towards the end of the project. The crowd was an idea of our team leader Stefan. The idea was to produce a flat characters that would be used as an audience on our maps. Similar technique could have been seen in the older releases of Fifa or any racing games.
I did not really like the idea as the characters would be placed quite close to the character and it would simply look unattractive for the player.
Here are the three Orcish dudes that I've painted. I have not payed much attention to the detail because of the fact that these will be only 512 x 512 in pixel resolution and will only move up and down.

And here's the tutorial book that I've produced. We wanted to achieve quite simplistic look that would be easy to read and would give a player quick info on how to move in our game. The background was made from the tiling texture that I've painted before and I think it worked quite well with the style we have in our game.

Games Mechanic - The Slick Rick and his Crew.


This is probably the last texturing that I'll be doing for this project. With the deadline approaching we still have quite some stuff to finish but I believe that we will make it on time. I really enjoyed working on these, mainly because of the fact that I am a huge fan of Dungeons&Dragons. 

As I've mentioned in my previous blog entries I've started using 3D- coat. I really can't believe that I never knew about this software. I have luckily discovered Kelvin Tan who is a 3D artist at Blizzard Entertainment. I was really shocked when I saw his work process using 3D-coat. Anyway, these two were a very fun project and I only wish that I did more organic stuff throughout the assessment. 

Tuesday 14 April 2015

World Building - Natural Environment final pieces.

I am so happy that this project is now finished. I very much enjoyed the whole process and I felt really good while doing it. Unlike with the character design, now I felt much more confident with the task, as this was my area of comfort. From the start I knew what I wanted so I wasn't struggling much until to the final pieces. These three caused me some issues, due to the fact that I kept going back to them. I've changed so many things, but I think it worked well and it definitely improved my work.
I had quite a lot of discussion over my paintings with my tutor Ewan so I felt that with each meeting my work looked better than before.


 Here are the three final pieces. Instead of producing three different illustrations I've decided to work on the same one, due to the fact that I have never done it before, so this was an opportunity for me to see how I'll do with showing different weather conditions in the same painting.
In the conclusion, I really enjoyed working on this brief. As I've said before I felt much more confident with this task and I knew exactly what I wanted to have. Now that these are finished it's time to make some 3D assets for my third and last brief. I am really looking forward to this task mainly because I have had some work done with my 3D skills and I feel much better about it than before.

Monday 13 April 2015

Games Mechanic - Tileable textures

I wanted to show my progress that I made with painting tileable textures. I feel much more confident with the process, mostly because I have learned how to make my textures tile. I have spent quite a lot of time revising textures from different games, studying and watching tutorials and trying out things. 
Each of these textures is perfectly tileable, there are no seems and the transition between the edges is unnoticeable.
I am quite happy with the progress that I made and I can't wait to see how I will do with painting other materials. I am especially looking to build up my skills in painting wood and metal.

Games Mechanic - texturing weapons and armor.

The Unpleasantness of Mogg is almost finished. I have been given the last batch of assets for  texturing. I haven't done any weapons or armors before so I was quite happy with the fact that I can try my strengths in texturing these.

Here are the finished pieces that I have textured, and while I enjoyed working on these I quite don't see them as a functional weapons for our game. In my opinion weapons should look much more simpler than they are now, due to the fact that because of their complexity they take much more time to texture. Overall the last batch of texturing was definitely the most fun, mainly because of the fact that I have discoverd 3D-coat, a software that allows me to paint straight on the model which saved me a lot of time. I only wish that I knew about it before because I could have definitely done more work in shorter amount of time.

World Building - Exploring ideas.

I am quite happy that I can finally start painting. I feel quite confident with the task at hand. I have a clear image of what I want to produce and I am ready to start to experiment.
I have decided to paint couple of pieces that will represent what I have in mind. I am keeping these quite lose and quick because I don't want to spend too much time on these.
Here are the five finished paintings. I wanted to make them look as if they were from the same location. I also wanted to make them look quite similar to each other but not the same. I am quite happy with the outcome and I feel that I have accomplished what I have intended. 
I've also painted this piece with an intent to use one of the final illustrations. I really enjoyed working on it, but after having couple of discussions with my tutor I have decided to use it as an extra piece for my intent and paint something much more similar to the first batch of paintings.
As far as the process goes, I have used a photo-bash technique combined with the painting. I really enjoy this style and I feel very confident with it.
Now that all of these pieces are finished I am ready to proceed with the final three illustrations.