Concept Art

Posted by Edens Apple | Posted in | Posted on 02:49

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Drew up a concept for character outfit and face for presentation, thought it was alright but took a long time (from 10 pm to 10am); need to get better with the graphics tablet and use a greater variety of techniques.

Did a paintover for final costume design of the character for Callum so he could draw up some orthographics to start modelling from

Did a paintover for the strip joint over a blockout render of the scene; took a lot less time from the previous job; think it looks alright though buildings are a little bland. Scene could do with more decals like drainpipes, wires etc but the feel of the place is there...

Low Poly Assets

Posted by Edens Apple | Posted in | Posted on 02:02

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Just chucked together some simple low poly assets that we can use in our scene if needs be. I still need to finish off the high poly models but none of them are far off. Leave some comments at the end of this telling me what you think or anything that needs to be changed in the design......or if you think less polys should be used in certain areas.







I have a vending machine that should be finished shortly, which i am thinking can maybe go down in the subway and either look old and broken or should be selling something "unique." ( like them pollution masks or something along them lines / maybe something more modern. )


Also thought i would chuck up this website so everyone has it easier to hand if we needs it;

http://www.chrisalbeluhn.com/3D_Tutorials.html

Blockouts

Posted by Edens Apple | Posted in | Posted on 01:10

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Inital blockout created for our enviroment:


After a few meetings and talking about the environment we decided to alter the layout slightly, to this end I altered the blockout. The road changed to a 45degree angle instead of a 90 degree angle, just to make it more visually interesting. This caused a couple of problems with the layout and the shape of some of the buildings, but in my opinion was defiantly worth it in the end. The road and pavement were made wider along with other general tweaks after taking it into UDK and realising the scale or spacing were wrong.  


Revised blockout:

Modular fun

Posted by Edens Apple | Posted in | Posted on 00:10

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Spent the past week looking into the best way to create the environment and keep management of the team pretty simple, after talking to some people on CGSociety I was directed towards some interests articles on modular level design. spent the weekend researching into this and running it by the team.

 Here's a quick screen of a test ran through UDK to make sure I understood what I was doing, the texture is nabbed off of cgtextures.com just to check if it would cause any texture seams or any other issues. The only issues present appear to just be normals and a couple of issues with the actual mesh, so the test was a success.