This is a personal blog of a professional 3D Artist from the moment I picked up a 3D program to present time. It contains my interests in games and my modelling practice, mixed in with things that I have found interesting over my time writing on it. I pride myself with being able to put myself into my writing so don't be too shocked if you see some of my own twists on making points here too.
Friday 18 March 2011
Monti Cristo Games studio's promotiona; dino animations for Dino Island
A few little gems in animations by Monti Cristo games studio. enjoy
Tuesday 15 March 2011
Live Client developmet... so far.. continued
Now I had made a substantial start on the outside area with time running short and knowing how many weeks I had left I made a move and start on the construction of the challenge area one. Taking forward my knowledge of mistakes I had made on the construction of the outside area. I made sure before I started I knew what kinds of things I would be creating before hand. After recapping on my original design for this challenge ... (below) I got down to experimental building
I found 3DS Max a really good inventive tool. From my Drawings and research I could take certain aspects of things that I liked or was attracted and incorporate them into the design flow of a object as I was constructing it. after some considerable amount of building time here was a simulated look of how the environment would look like.
When it came to the ball design I had a idea of a spindle designed ball that had water contained in the middle. The water colour in the middle would indicate the hole to shoot the ball in as the hole would be illuminated in the same colour. One ball in the correct coloured hole would open the door.
The only problem that presented this was how to create a convincing water texture using the games material editor. I will openly admit that I am pretty much a complete novice when it comes to textures in games engines. and water was going to be a challenge... and I can say with confidence I was right.
I found a tutorial in my book that covered the basics and worked through to the advanced stuff. trying to learn what each node does in UDK's plug and play, and slowly but surly this was the result of my endeavours.
a convincing water texture nether the less but I wanted to see if i could work on with what I'd learnt and to see what other people did and combine my 2 findings together to see what I could get.
eventually and with along time I came up with this.
The only problem that presented this was how to create a convincing water texture using the games material editor. I will openly admit that I am pretty much a complete novice when it comes to textures in games engines. and water was going to be a challenge... and I can say with confidence I was right.
I found a tutorial in my book that covered the basics and worked through to the advanced stuff. trying to learn what each node does in UDK's plug and play, and slowly but surly this was the result of my endeavours.
a convincing water texture nether the less but I wanted to see if i could work on with what I'd learnt and to see what other people did and combine my 2 findings together to see what I could get.
eventually and with along time I came up with this.
Monday 14 March 2011
Live Client developmet... so far
As its been a while since I have last posted up on my blog ill try and cover a lot of there I am at the moment in one foul swoop. Its getting close to hand in time now so heads are down getting all the final stuff made.
Basically over the last few weeks I have been making and texturing like a demon trying to get enough assets out in this small time to make this project look half good. just as a recap this is more or less what my concept design was and where I thought it was going...
So in my development process here are a few of the things i made to fit in with the outside environment.
I knew I would have to revisit the base textures at some point so as a model to test them in the world space they were fine as they were.
After getting quite a few of my assets had been made I started to get towards the construction stage just to see how it looked when it was put together.
As with most developmental processes it needed a lot of work. I had a few play experiments with how the assets could be placed as well as changing the approach to the building to give it a few of a imposing building, but to little avail. I began to look over characteristics of different cultures temple like structures to gain some influence in how to create a temple like feel to the building as one it was very ridged in its structure, and two it didn't look like a temple. After looking over my images i had come to stockpile, I came to a conclusion that I had a lot of cultural influences in my workings which could lead to a confusion in how the piece visually presented itself. However I found that Persian style architecture seemed to embody the curvaceous stylistic approach I had worked towards.
I did a bit more designing and playing around with the environment but I felt I would have to leave the outside for a later date as I now had to start working on the inside to get the main bulk up my work in place to meet the criteria of my brief. this is more of less some of the designs and state of how I have left the out side area for now.
Basically over the last few weeks I have been making and texturing like a demon trying to get enough assets out in this small time to make this project look half good. just as a recap this is more or less what my concept design was and where I thought it was going...
So in my development process here are a few of the things i made to fit in with the outside environment.
I knew I would have to revisit the base textures at some point so as a model to test them in the world space they were fine as they were.
After getting quite a few of my assets had been made I started to get towards the construction stage just to see how it looked when it was put together.
As with most developmental processes it needed a lot of work. I had a few play experiments with how the assets could be placed as well as changing the approach to the building to give it a few of a imposing building, but to little avail. I began to look over characteristics of different cultures temple like structures to gain some influence in how to create a temple like feel to the building as one it was very ridged in its structure, and two it didn't look like a temple. After looking over my images i had come to stockpile, I came to a conclusion that I had a lot of cultural influences in my workings which could lead to a confusion in how the piece visually presented itself. However I found that Persian style architecture seemed to embody the curvaceous stylistic approach I had worked towards.
I did a bit more designing and playing around with the environment but I felt I would have to leave the outside for a later date as I now had to start working on the inside to get the main bulk up my work in place to meet the criteria of my brief. this is more of less some of the designs and state of how I have left the out side area for now.
Subscribe to:
Posts (Atom)