Sunday, 3 August 2014

New set of drawers for the Bletchley Park scene

Spend this fine Sunday morning modelling and baking this set of drawers. Will be textured in a similar style to the desk, (Similar wood type etc)

Friday, 1 August 2014

New WW2 Bletchley Park Project

I have recently started working on some environment assets for a new game. I won't say too much about the game as the developer doesn't want too much known the story right now.

However I can say that the specific parts I am working on are for a world war 2 themed environment in the game, based upon the Bletchley Park code breakers.

So far I have created a blockout of the environment which was sent to the main developer for his approval. 


I have also started working on one of the main assets for the scene. The bombe decoding machine

Still WIP
And I have also created a couple of desks for the decoders to sit at.



Wednesday, 2 July 2014

High Poly model to Low poly model

As I intended to create my high poly purely for normal and occlusion maps I started to optimize the geometry to use as a final in game model.
High Poly

Low Poly
High Poly render

High Poly render

Tuesday, 27 May 2014

Vendetta Project

I started a new project aimed towards a specific workflow. Essentially a game asset. I would create a high poly model, a low poly model, bake down the normal and occlusion maps, then texture and hopefully come up with something awesome in the end. I chose to model a Vendetta gunship from the Warhammer 40,000 series.
First days work

Created fans, doors, tail fins, landing gear, arnaments

Detailing on wings, created cockpit frame and glass

Additional landing gear, cockpit refinement

Thursday, 24 April 2014

Jacket and jean textures

I have been working on some of the textures for Panhead kid. The jeans have turned out fairly well but need some more details on, like the zip and some extras. Then they need to be dirtied up and have some variation and maybe some creases. The jacket is looking okay, but I don't think the texture is quite right. It looks a bit wool'y, so I will have to experiment with that more.

Thursday, 6 March 2014

Maya

I recently brought the character into Maya, I was getting on okay with Max but I wanted to be able to work faster in a program I was more comfortable with. I shall still use max for other projects to learn more of its secrets but for now I am sticking with Maya.

His base model is pretty much done and cleaned up. All quads which will help for subdivisions as well as for rigging/animation and texture work.

Thursday, 27 February 2014

Some detailing on the face

When I have time to work on the panhead character, I have just been adding a few more details here and there and made adjustments to the overall shape and proportion (nothing drastic). Basically he was looking a little odd and I realised he needed some eyelids which really helps now. I have also tried to work on the mouth more but that will still need to be refined. I am actually thinking of skipping the ears as a cheat as I think the pan will be further down his head as well as his hair covering up those parts.