Thursday 10 December 2015

AAA Asset Part 2

With the sword model completed in Maya my next step to UV unwrap it so I could produce the ID map. I cut the edges along the mid-section of the blade so that it would unfold with more ease. With the UVs unfolded and sorted, i took a snap shot of them and took them to Photoshop to colour ID them.
The next step was to take the low Polly, smooth it and send it to Z Brush where I could the clean the model up and subdivide it. The subdivided model was exported and made into an OBJ where I could put them both into Xnormal and gain my normal maps.




Taking my low poly, normal and ID maps, I put them into Quixel to apply my materials.



The blade itself is comprised of a type of steel while the handle itself was a type of dull black metal. The bolts I decided to make gold to add additional colour variety.  After toying with and eventually choosing my materials I exported the project and prepared to import it into Unreal 4.







After Importing into unreal 4 I had to link the materials back to my model. created a scene and adjusted the lighting to further highlight the materials slightly and added in bloom.






Monday 7 December 2015

Games Production - Cutscenes

Cutscenes

A selection of line work pieces for the games opening cut scene showing Lavander’s arrival at the factory as well the introduction of the ghost girl. 




Games Production - GUI Items

GUI Items

Below are a series of expressions that would accompany in game on screen dialogue by Lavander during game play. I wanted her usual mood to be a mixture between determination and at the same time annoyance. This was to coincide with overall feelings at the situation; she is in the factory largely against her will and has no interest in the task she is there for. At the same time however only through getting to the ghost can she leave and feels in a way challenged by it.   
The inventory system is represented by a picture of Lavenders' navy blue belt satchel which she carries most of her personal effects. The satchel would have a number of slots around it which held the items she was in possession of. 

 This symbol was to be placed on the final door of the games level. As such it was made with special ornate design and made gold so as to attract the players attention through a glimmer. The the design of the lock was made similar to the key, thus making both the items' purpose in game clear and concise.

Games Production - Enviroment Objects

Enviroment Objects

Expanding on the existing concept content, i needed to create the various items and effects that would fill the factory environment. Objects ranged from conveyor tracks to chairs and some tables and workbenches for the various rooms.





Most of the factory consists of machinery and storage crates with the office possessing things such as a grandfather clock and an ornate desk with some bookshelves. Initially i imagined the factory would have hanging chain lights but i felt a wall sconce or lamp would work better with the games camera. 


Games Production - Front Cover

Front Cover

A few designs and a final product for the front cover for the Factory of the Lost soul. Initially i wanted to go for a more abstract design for the front cover that subtly conveyed the premise of the game by showing both lavender and the ghost.


 In the end however i thought of making an exterior shot of Lavander approaching the factory. The skewed perspective of the factory was intended to exaggerate its size and make it seem even more unsightly and uninviting. The bright blue light is that of the ghost observing Lavanders approach. 



Titled version and steam banner.




Games Production - Concept Ghost

Ghost


As only one character can occupy the game play segments, the ghosts design is twofold. After some discussion, we imagined the ghost to be a child, a girl who had died when the steel mill was initially a workhouse during the Victorian period before retrofitting. In game play the girl takes the form of small wisp, a small glowing spiritual that freely moves about the building. In cut scenes however, her true form manifests as a ghostly child clad in white gown surrounded by a blinding white aura.

Sunday 1 November 2015

Games Art - Modelling Triple A Asset

Modelling Triple A Asset





The prop I have chosen to construct is the High Frequency Blade. Given my experience of modelling a bladed weapon before this item proved to be fairly less challenging then I expected. Having examined my reference material I was able to determine a means of which to construct the blade easily by modelling different parts individual from each other.







I started by modelling the blade itself using the quad draw tool to replicate the shape as much as accurately as possible, and adjusting the vertexes later on. For the screws and bolts in blade, it was a matter of adding in edge loops to create a basic circle shape that could be extruded in future. Creation of the handle and casing was done on a separate layer as part of the blade was still visible underneath the handle. Additionally the handle was comprised of individual segments rather than single hilt, which meant having to manage separate objects.








After the pieces where completed I decided on combining them into a single object so I could easily add bolts present in the casing, and deleting the underlying face so I could mirror the handle underneath. 








Friday 27 March 2015

Character Modelling

For this assignment i am to model a character from reference and texture it. I start off by blocking out the basic shape of the character, matching the reference as much as possible. I then continue to add divisions to further the detail. I start primarily from the legs up using two different meshes that mirror.











Prior to making the model i UV map it, cut it into segments and then begin unfolding individual areas. 


I decided to paint the model in mud box as i thought it would be easier than attempting to paint the textures in Photoshop.








The final result i felt was some what rough due to my in-experience with mudbox brushes. With further experience i could possibly detail and neaten the lines and textures. With UV texturing being particularly difficult for me it resulted in a few errors and problems in geometry.

Lights Out

A series of concept art pieces for a group game project i was working on known as lights out. I was tasked with doing enemy designs that could fit into a game that was a 3D flying shooter. 



I deliberately wanted to use sharp rough shapes for the enemies in order to convey a more violent and malevolent to contrast with the protagonist Proto, who was comprised of mostly spherical shapes. 


A wasp or bee like enemy.



A design in which the enemy was held afloat by a pair of roto blades





Designed as a wraith the ghost would actively try to ambush the player through appearing on screen erratically


at the first the concept behind this enemy was to throw some form of a projectile at the player from the ground.

These were designed to simple attempt to collide with the player and as such would usually be encountered in hordes.


Below are the modeled versions of 2 of the chosen enemies.

The drone is a small insectoid enemy that was designed to attack in clusters. This design was loosely inspired by the appearance of wasps and mosquitoes. 

The Iris or its alternative name the Gemini, is a hazard enemy. Its a primitive interpretation of an eye that remains stationary, usually only being a threat when strayed to close to. 

 
The finalized version removed some of the unnecessary shards above the eye to make its appearance less vague to the player. Additionally a piece was added to the eyes' center which would be coloured differently to act as the pupil. 


The final version of the drone features a wider head and a type of visor that crosses it to give it a more carapace like appearance. The wings are also more bladed.