Friday, 30 October 2015

Reference Images (Triple A Asset) - Games Art 15/16

This term we have the task to plan out and make a Triple AAA asset. I have chosen to model a Converse All Star shoe as it has the multiple surfaces that are required for this task and I also think it will stretch my skills along the way. I have the actual shoes that I was going to model so I always had the reference when I came to class. However to get my modeling started I also used the online converse designer to grab some images from different angles.

Converse - Reference Images

I would also like to point out that the shoes I will be making have a black toe cap unlike the images above. My next milestone should be the first stages of modeling. I look forward to getting to work!

Friday, 9 October 2015

Summer Project - Pirate Cyborg

For our Summer Project we were set the task to design and model our own cyborg character. I set about putting a mood board together, I initially wanted to do a 'Pirate skeleton cyborg' but ended up deciding to not do the bones as I thought flesh would be easier to model. This is the first time we have really been asked to model start to finish with our own design and I'm not going to lie I did struggle. Although I struggled with the modelling process, I did however enjoy the design part of the task, drawing is something I have only really picked up in the last year. So I really put some effort in with my concept and I'm really happy with how the picture turned out. In my opinion it is the best piece of art I have produced so far.

Mood board

Model Sheet

Character Concept
Story

However... When I started to model the character I ran into a few problems. I found it simple enough to follow my model sheet and was pleasantly surprised that my basic model resembled some sort of a human. Once I had finished doing the limbs and torso I decided to work up the cyborg arm and I don't know what happened at this point but I selected an option in one of the menus and it split all my edges/verts and pretty much doubled my polycount.
Now I probably should have started over, but I foolishly decided to try and correct this and after moving a quite a lot of verts around I ended up with a mess of triangles and I know triangles are bad for character modelling.
At this point I decided to export it to Mudbox, however Mudbox complained and told me my model was bad.

Started Modelling

Body with limbs

Side view

Front view

Cyborg arm

Peg leg and boot!

From this project I have learned not to mess around with settings that I don't know much about!


Thursday, 1 October 2015

Combat Knife - Games Art 15/16

Knife render

Reference
This year in our Games Art sessions we are creating high poly assets. To get us started we were given the task to model this combat knife. This is the first time I have made a proper high poly asset and the techniques are much different to low poly models. We were shown how to use the 'Quad Draw' tool to quickly map out the overall shape of the knife.
The top image is a render of my attempt, I am quite happy with my model and I'm looking forward adding more detail to it next week and eagerly awaiting the moment we get to texture it!
Although I am happy with it, I did encounter a few issues but after reviewing my mistakes I managed to resolve them.