Thursday 19 December 2013

week 12 2nd presentation



So i worked some more on the krogans face adding a few battle scars to him, in particular i researched into empty eye sockets and other disfiguring ailments, i eventually chose to have this krogans eye scratched out by one of the many predators on their homeworld, or an attack during the rachni wars.



you can notice he now has an Asymmetrical face, because part of his face had been ripped away, it has yet to be textured and should pose a challenge in making it look more realistic.


i began working on blocking out the suit


taking reference from dead space and the suits already in mass effect ive begun designing one with a lizard like appearance

Friday 13 December 2013

Week 11 1st presentation

Krogan developement


starting with the helmet shape i laid it out in 3ds max, adding the face structure before exporting it to Zbrush, 

since this model is supposed to be of a Primal Battle Master;- a single battle master is said to be an equal match to ten soldiers of a different species, a Fierce brute of a krogan who lived during the rachni wars.
They were cultivated by another race the salarians to provide soldiers capable of surviving on inhospitable worlds due to their resilient nature such as there tough rock/plate like skin which provide natural armour, higher pain threshold, and tolerance to temperate conditions.
being amphibian like bipeds their jaw resembles a lizard, snake or iguana. while their body resembles a fusion of rock and muscle.

characterisation
a dark red in colour, this krogan will be wearing primitive armour (metal plain looking, scratched and dented) will have seen wars, have his fair share of scars 

the face needs to be further sculpted, while the armour needs to be modelled this week

Wednesday 11 December 2013

week 9 123AUTOCATCH

so while investigating photogrammetry we were encouraged to try and create 3d models using the autocatch software, the issue is that it does not work well with shiny surfaces



a very useful tool for quick model creation based on actual texture/reference which is also given to you in a nice little texture sheet like this - not the greatest but if more photos are taken the quality of the texture sheet can be improved
. the problem unfortunately is that it isnt very optimised, which means tri/poly counts sky rocket wile using this service


this can be optimised a little better using the ZBrush's decimator master, easily reducing the polycount by around 90% with only a little loss of quality of the mesh.

week 1 portfolio inspirations Krogan and Tuschanka

one of my portfolio pieces were originally going to be of a ship, out on the water being buffeted by the waves however since these have changed my inspirational images have changed as well







these are the reference images for the character model



these are two images of tuschanka itself.

Accelerated technological growth meant that the krogan quickly weaponised and began rebelling against the other members of the galactic community, much technology is left behind which is unusable.

Wednesday 4 December 2013

WEEK 8 : the Krogan Rebellion begins [Weapon Asset]][Character][Game Scene]

over the next few weeks i intend to begin to create a few pieces which could be included in a portfolio

1. a character Model/Sculpture (a Krogan)
2. a weapon Asset
3. a vehicle

character
week 9 = collect reference
week 10 = begin modelling
week 11 = attempt sculpting
week 12 = continue sculpting
week 13+ = armor modelling

Friday 8 November 2013

Week 6 Character Sketch

so we were asked to do a quick sketch of calvin from calvin and hobbes



Wednesday 6 November 2013

week 5 LIGHTING: Lighting a 3D Scene ( Homework )

creating and lighting a simple scene, for this i began modelling edward Hoppers (1942) iconic night hawk cafe


 this is a work in progress which i intend to add to over time

Week 05 COLOR: Photoshop Composite Scene ( Homework )

this week we were tasked with the creation of a fantasy city using reference images


the sky image i used was
 by lawrence solum
http://www.flickr.com/photos/lawrencesolum/8812077936/

Thursday 31 October 2013

week 4 WORLD: 3D Studio Max Building ( Drill )

Nicolas Richalets image was the basis for the low poly version of the arch with a limited amount of time we were to model, texture and import into UDK. http://showmedesign.s3.amazonaws.com/wp-content/uploads/2012/03/adayinvalcour.jpg

while it looks like the reference image i did not get round to texturing it sufficiently. 

 again in udk i created a low poly version of the image to the left using the built in brushes and textures.

Wednesday 30 October 2013

week 4 WORLD: UDK Building from Reference ( Homework )

so we were tasked with recreating a scene using only the builder brushes in UDK

original by Weiye Yin using 3ds max (2004) http://franc.cgsociety.org/gallery/186489/

This is my first attempt at building a scene in the UDK without importing meshes from another source. the basic shapes were easy to model, though my alcoves are a bit shallow (can be hard to see)
textures let the piece down as it has none of the realism of the original



Monday 21 October 2013

week 3 Texture Creation - Brick, Metal, Organic & Alpha

a ship i've started working on
a bit more work on the ship, basic rigging adds a bit more realism to the model 4hrs to make roughly
tilable brick texture

tilable hedge texture


tilable metal texture with rivets

Thursday 10 October 2013

week 3

This will be a collection of work in progress (WIPS) or abandoned projects, which will hopefully demonstrate development of quality and polished 3d and art assets/pieces.

2nd Year game design
1st project Luggage from discworld
1 hr
 cell shaded chest
2.5hrs in the tongue and teeth have taken shape, cell shading (ink matte) didnt show it off very well so ive switched to clay.

teeth need to be sculpted better along with some feet as well as intricate detail such as locks, engravings and woodgrain.