Tuesday, 1 July 2014

MIMIC CHEST (old stuff)

Found this happy chappy the other day from my Foundation Degree all the way back from 2011/12

One of the first models I ever built and textured to completion

Nicknamed 'lil bastard' he's a whopping 1400 tris!! lol



My first ever texture map



'lil bastard'

















Wednesday, 21 May 2014

INDUSTRIAL PASSAGEWAY - next generation texturing

This was the first project to teach advanced texturing techniques, and introduced Normal and Specular mapping for the first time.

The aim was to create more realistic looking objects while keeping the poly-count to a minimum.



INDUSTRIAL PASSAGEWAY

Poly count (floor piece) - 2 tris

Poly count (wall) - 18 tris

Individual map sizes - 512 x512

Hand-painted diffuse maps

Maya

Hand-painted diffuse maps


Presented in Unreal Engine 3


Friday, 25 April 2014

Paintings

Here's a few digi paintings I've done over the last two years.

Most are just for fun, but the Aftermath one is the is the simplest yet favourite of my paintings.

Enjoy!




Aftermath




LEGO Wizard of Oz fun




Knox: Death's minion




Robber-bot


Friday, 10 January 2014

ABANDONED MOUNTAIN GARDENS - modular environment

Here was a task that involved having to design build a level/environment using repeating modular assets.

My main interests and passions lie in industrial atmospheres with interesting machines and lots going on, this time I decided to go a little more scenic with an oriental theme.


Anyway, here is my Abandoned Mountain Gardens scene from start to finish.




Some inspiration/research



mock up in Google Sketch-up


All the modules and assets used in the level (complete with individual tri-counts)



Final presentation in Unreal Engine 3

Sunday, 27 October 2013

SIEGE BREAKER - DOTA2 character development

Task: Create and develop a character that would be at home in the Defence Of The Ancients 2 universe.


Parameters: 
600 tris (max) for the main character
50 tris (max) for accessories
60 tris (max) for base














Final submission pages below




Friday, 11 October 2013

THE STEAMPUNK CLOCK - high quality/low poly prop

This challenge was to create a high quality, complex-looking 3D prop, while keeping the poly count as low as possible.

This project aimed to teach clever use of low poly modelling combined with large, high quality texture maps.
Light mapping was introduced for the first time here too.



THE STEAMPUNK CLOCK

Poly count - 590 tris





Reference concepts



Hand painted 1024 x 1024 diffuse map (Adobe Photoshop)




Presented in Unreal Engine 3 (with stock UDK desk prop)













Monday, 30 September 2013

Cyber Girl Texturing

So this was the first project for second year of UCLAN Game Design Degree.
(Started all the way back in September 2013)

We were given a choice of three pre-made meshes that we would use to develop our hand-painted texture techniques.

Here is my go at texturing the Cyber Girl.

The original mesh (below) is the property of Jochen Bremner (1054 tris)



She started blue...





...then took a more vibrant turn.






Finished texture in Maya






Texture maps