Wednesday, 20 March 2013

House/Decking Project


So it has been a while since I did any work on this project. There are to be more modelling changes for the decking area, which is technically the main focus of this project. Its for a visualisation of the garden/decking area, but I need to make sure the house looks semi-decent. I have created a couple of tileable textures in photoshop using textures from www.cgtextures.com and then created the specular and normal maps in crazybump (such a handy program).

Now some of it is looking decent and even with a tonne of polygons dedicated to the roof (I didn't think a normal map would look anywhere near as good as physical geometry) it renders fairly quick on my new computer.

Thursday, 7 March 2013

Escape Pod Room

I am a little embarrassed to show the original concept for the escape pod. Mostly due to terrible drawing skills and lack of great concept. However I thought it would make sense to show it and then show the 3D form.
Terrible concept sketch of escape pod/ship

Modelled spaceship. Some changes from original concept to make it look sleeker. 

Wireframe of the end room
Escape Pod Room for climax of game.

(Un-textured) Escape pod ready to launch through the tunnel

Close up of door and control panels

After finishing the Escape Pod room I just need to texture the escape pod itself and a few bits here and there and then I think I am done with the project. However I imagine there might be a couple of objects Dave might want me to create quickly for odd things so will still be able to do those.

Thursday, 28 February 2013

The stages of creating an Asset

Model - Wireframe - Base Colours - Details & Final Render
So while creating this model I thought I would use this as an opportunity to show the various stages an asset goes through. This is actually relatively basic and doesn't include any normal, bump, spec maps etc. But it shows the concept.

Wednesday, 27 February 2013

UV mapping

Not too much to say, but thought I would at least make a small post.

Been trying to do lots of work outside my day job to try and get these models textured by the weekend or over the weekend.

No pictures but I created some more variations of the doors, so there is now 11, ranging from blues, reds, pinks, black and white etc.

Also UV mapped the computer terminal. Don't think I have posted many uv maps here before. Probably because there isn't much to show but at least this one I think I have made the most of the space which I am trying to do more and more with each object.

Thursday, 21 February 2013

Layout Test and more textures

A quick post to show whats been happening.


I quickly threw some models together in maya just to see how its coming together. Some textures are missing or aren't finished but that will be rectified soon enough. Also there are some textures overlapping. This shouldn't happen normally its just because of a certain way I have constructed the corridor.

These doors need some more work like chipped paint and scratches but otherwise they are fine for now.
Red Door
Green Door
Default blank door

Also here is a shot in game as it currently stands. You will notice that I also finished the texture on the RMT (Rapid mail terminal)

Saturday, 16 February 2013

Recent happenings and a trip down memory lane

So, I have been quite busy lately with a lot of things. Todays post is a sort of haven't made one in a while type thing and also posting stuff I may not have posted before so sorry for the unprofessional format/horrible layout of the post.

This is part of the texturing for the T-Section corridor.


Stairs Model

Stairs finished Texture

Crates and barrel textures

Door frame model and texture (most recent work)

So yes, not much to say about them but the majority were made using photograph manipulation, original drawing/painting and some heavy use of photoshop filters and layer effects.

The crates is one exception. The texture used is taken from a texture pack I recently got on a free disc for 3D artist magazine.

Also for those that do not follow all of my posts the models are made for a game currently being developed as part of a dissertation project by a friend at university. The game can be played here: http://www.davidpwoodhouse.com/
(currently work in progress so excuse lack of polish and actual level elements)


Also as a little bonus I thought I would post a fairly old video of mine. It was a stop motion animation video created for a viral video project at college while studying Interactive Media.



I was very dissapointed at only getting a 'pass' for this as I feel it certainly fit the brief for a viral video as it gained about 30,000 views in only a couple of weeks. 






Sunday, 27 January 2013

Wednesday, 23 January 2013

Things to do

I've been blogging my thoughts and news so much recently that almost forget I have my website/portfolio to put up some of the stuff. So need to do this to keep it up to date.

Already added the headphones I posted on here as well as a few more detailed pictures so check that out here: Liam Kirkman CGI Artist

Also need to add the work I have been doing for the game project and once I have finished my work experience carry on with the texturing and some last additional modelling for that project.