Thursday, May 9, 2013

Second sword... took longer.

Reasons for this taking two days instead of one:
1) changed the design a few times
2) couldn't get colors right
3) computer blue-screened and corrupted the PSD (I'm lucky I managed to save the 1st sword)
4) I wasn't following a tutorial for this one
5) I was having a lot of fun with it, so I wanted to take my time

Reasons for lack of process:
1) forgot

Here it is, though:

 (design inspired by this unused blizzard concept)



Total polycount for both is probably... what, 950? Something in that neighborhood. And the texture's sitting at a nice 512x512. I'm pretty pleased with these, really. See you guys soon for more low-poly madness!

-Will

Tuesday, May 7, 2013

Surprisingly fun day of learning.

Tried out some low-poly swordin'. Not bad for a day's work / first time if I do say so myself. Sword itself isn't very big; I think it's just over 400. The texture is 512x512. I would've tried to make it a 256x256, but as you can see, I'm planning on putting both swords' textures on the same map (note: this is solely because these swords are practice for me -- were they in-game assets, I'd go with the separate maps).









Sunday, May 5, 2013

Summer... time for some projects?

Well, the first thing I'm taking care of is a character I'd been interested in since mid-Game Design 3. Long story short: voodoo doll. Short story long: ask Fernando; he came up with the back stories. This'll be my first super-low-poly experiment, so I'm declaring right now that I'm going to keep this little guy under 1,000 tris and I'm going to try to stick to that. For textures, I'm shooting for a 512, but if I CAN get it down to a 256, then that'll be great, too. Time limit: hopefully under a week.

-Will

Sunday, January 20, 2013

Back from Winter Break, and...

Long story short, I'm modeling, texturing, and animating a turret using design principals I've chosen from observing the shape language of the "Dead Space" franchise. Using their love of repeated segmentation and rounded shapes with sharp edges, and drawing inspiration from NASA's multi-axis G-force simulation chairs, I've managed to cobble together what I hope will be a successful portfolio piece in the future.

Below are some images from various stages of production.


If you'll notice the plane directly behind the turret (the smaller one, anyway), I've got Isaac's "Security Suit" RIG up for texture reference, as I imagine that this turret, were it to be in a Dead Space title, would be EarthGov property. That's all for now, but I'll be updating pretty soon with some big news!


--Take it easy, folks.

Wednesday, November 14, 2012

How to Slay Your Leviathan.

Hey guys, today I'll be showing you a little something I threw together this morning that took about four and a half hours from start to finish (I was going for four, but things got a little buggy towards the end). I learned more than I thought I would from this, mainly a lot about prefabs and how to appropriately use "relative to initial" movement tracks in matinee. Anyway, check it out!
Oh, also, this was for Game Design 3. I'm basically proving that I can make what we're pitching, which is a game about climbing up onto giant sky-things and killing them. Hurrah!

-Will

Tuesday, November 13, 2012

Next project: Brutal Jak & Daxter.

Howdy. Today, I'm gonna show y'all the first look at my next 3D project, which takes place in the Jak & Daxter universe, but seen in a style similar to that of Brutal Legend.
 --
Here we've got the production painting from my "Drawing for Animators" class, along with an overhead map and a rough storyboard for how I plan to handle the camera for the environment's presentation.


 And here, the rough blockout of it in UDK.

That's all for now, I'll be back soon!

-Will

Thursday, November 1, 2012