Sunday 22 November 2015

Perspective and lighting: Tank


This weeks task was to create a simple concept for a futuristic tank using perspective and lighting. I did some quick research into basic shapes of tanks. Here is the mood board.



I drew a mock design using perspective lines. 


And here is my final concept for a tank using perspective and lighting.

I changed a lot of features in my final design as I thought my initial concept was unrealistic.

Sunday 15 November 2015

Perspective in Environment design

 This weeks given task was to establish the vanishing points and eye level of a supplied image using the techniques we had learnt the previous week and the create our own Sci-Fi styled environment.

As per usual I created a mood board so I could refer to images whilst designing my environment.




Below is my final environment design in perspective.







Friday 13 November 2015

Overcoming Errors In Unity And Adapting Created Atmosphere

I have ended up changing my scripted events for my grey box as it has caused errors. My current grey box has several scripted events which include a light switch and automatic doors. I have also reviewed my given feedback and incorporated a maze of crates to give the player a sense of direction on how to progress further.



Layout of my greybox:


Sunday 8 November 2015

Tentacles


This weeks task was to create a monster that had three tentacles or more. Below is a mood board containing research of existing characters with tentacles. 




I roughly sketched out two monsters and coloured them in to experiment with different approaches to the task.



I then took to Photoshop to create my final design. I tool aspects from my initial designs such as the tentacles coming from the face and three eyes.  
Overall I was pretty pleased with my outcome. I used a technique that involved layering a bubbly texture over my digital painting. This created a raised feeling to the tentacle monster. I do think it's quite a flat painting so by adding the texture I felt like it made the monster more shaped.

Sunday 1 November 2015

Texture Map Deconstruction and Analysis

This week we were given the task to alter a texture map of a girl and turn her into a zombie. The original texture map appeared like this.


Before turning the girl into a zombie we had to make the following changes first: 

·        change the jackets colour by altering the Base Colour layer
·        Find a cloth texture image online to replace the existing one
·        Add a new logo to the back of the jacket.

      I altered the green jacket by changing the colour to pink and I added an embossed logo to the back of the jacket. I also adjusted the girls face by finding a photograph of a model and layering it on top of the current face. I then began to add features to make the girl appear like a zombie.


Above is all the detail I added to the texture map.


Here is the final 3d model.

Battle Area - 3D Production

For the 3D production side of my course I have been asked to create a battle arena using Maya. Like any other project I researched into different ideas and created a mood board to display my battle arena concept.


I looked into games that are based in a post - apocalyptic/urban jungle environment such as the game submerged. I also like certain elements from fallout 3 and Aztec architecture. I began by creating basic features in Maya as shown below.


I created this mood board to display where my ideas came from. I like the environmental detail from submerged and would like to create similar tropical foliage in my battle arena. The basic architecture of  my arena was inspired by Mayan culture and I have tired to reflect that in my modelling.



This is my current model of a battle arena. My next step is to refine the basic polygons, create a backdrop, create foliage and begin texturing.