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. 

Monday, 16 March 2015

Personal Work - Building and texturing assets.

Lately I have been trying to improve my 3D work. I am not very good at it so in my free time I am practicing by building game assets and texturing them. I am trying different workflows and styles.
I quite enjoy making low poly assets with hand painted textures. Something that you'd see in World of Warcraft, Diablo and other games.

I very much enjoy making these. I learned quite a lot and I have became much more fluent with Maya workflows. Right now I am working on a bigger project in which I want to produce an interior of a room or something similar. 



World Building - Natural Environment

With the first task being completed, I now have decided to try my strengths in natural environments. Towards the end of this task I am to produce three high quality pieces that would represent a place in a game that would be used for a 3D modeler as a starting point. With this assignment I feel much more confident as it is in some way my comfort zone. I am much better painting landscapes and environments than characters.


I have produced a mood board based on my ideas for my three pieces. With this assignment I wanted to make something medieval, that feel realistic and believable. In the reference section I have gathered quite a lot of pictures of castles and ruins, that I want to use as a base for my future sketches, studies and finally three paintings. With the style I was thinking of using a matte painting technique. 
I looked at a few games that I think would fit into my idea. At first I though of Diablo franchise, Darksiders and Lords of the Fallen, but as I explore more and more, I found couple of paintings created of The Last of Us and Destiny. Although these games are a different genre I still think that the artworks made for these games resemble what I have in mind for my paintings. 

I have drawn a lot of thumbnail sketches in which I explored variety of ideas. I tried to keep these quite unique, I did not want them to look the same. Some of these have a lot more sci-fi feel to them while others are based on my original idea. 
I am really looking forward to this assignment. I feel much more confident with environments, and I have a clear idea for what I want to do. 

Thursday, 5 March 2015

The Unpleasentness of Mogg - Texturing Assets.

It's now time to start blocking out our assets and decide on the texture style. From the start we have all agreed that we wanted to have a painterly look in our game, so we were heavily influenced by games such as World of Warcraft, Torchlight and Fable franchise. When I was supplied with some game assets I have quickly started to paint some textures based on these games. 
While this process is quite time taking and definitely not easy I think it pays of in the end. I really enjoy combining my love for drawing / painting with 3D work. 
Above is a barrel that I have textured as one of the first assets for our game. This was definitely an experiment, and while I have never done anything like this I felt quite comfortable with the workflow. I am quite happy with how this barrel turned out. I am definitely looking forward to texturing more things. The only downside of this process is that I am the only one painting in this style which means I have to do most of the textures which means quite a lot of work has fallen on me.

The Unpleasentness of Mogg - The Hub.

This time I have been approached with a very interesting task. Me and my team have decided that we wanted to have some kind of a hub. This was meant to be some kind of a safe zone in which player was able rest, preview his earned equipment and fast travel to various locations in our game.
My team leader, Stefan, had an idea of a medieval tent where I though of a basement type hideout. I've decided to draw both ideas and see which one we like more. For the base I have created a simple graybox layout in Maya which helped me with the line work and perspective. I also had chance to lay out some basic objects like tables, crates and weapon racks. When I was ready I took a screenshot of the model and I've put in in the Photoshop where I painted right on top of it.
When I was doing my basement I though of The Elder Scrools IV: Oblivion in which player had a chance to participate in the arena tournament. After the fights you were teleported back to the hub in which you could regenerate your health, train combat on a practice dummy and talk to various NPCs.
With a the second illustration I though of a Greek tents which always were quite huge and were filled with objects such as tables, beds and so on. 
As mentioned before we wanted to have some kind of fast traveling in our game. So we though of a map layed out on a table right in the center of the hub. Player would approach the map and would be provided with a choice of different arenas to which he would be then teleported. 
Overall I am quite happy with the layouts, though I wish I had more time to work on them. There is definitely some aspects that I'd like to polish up, but these are definitely readable and can be used as a plan for out future level.