Tuesday, December 21, 2010

Reference Time

Started looking around and found some great references for the environment. I have decided to stick with a carnival of sorts, but an abandoned one. This will give me the freedom of adding things to the environment that might not be there in a normal circumstance but would make sense in a dystopian way.

This will also allow me to close the area off and not allow the player to venture off into areas of the environment that I don't want the to visit. Players would only have access to what I want because of debris added into the area from a detonation of some sort.

Pripyat comes to mind when modeling this, and here are some references for the less historically savvy:

Saturday, December 11, 2010

The Start of the End

For my demo reel I want to create an environment large enough to be considered a multiplayer map in an FPS game. There are a couple of ideas floating around and I want to flesh out the maps before I start to build assets to make sure that this is the sort of thing that I want to turn in. Craig seems happy with the idea of one large map with good art and so I will stick to that rather than making 3 smaller varied maps.

I created a quick map in photoshop that looks a little like this:

Friday, July 9, 2010

High Poly Vehicle

This is a high poly vehicle that I made for one of my classes. It consists of a few main parts and a lot of small details. The difficult part was making it look like the reference that I had found, the vehicle seemed too long in one instance of the reference and then too tall in another.

Another detail that seems a little lost in these renders are the small bolts that litter the vehicle. Adding these bolts maintained a certain level of man-made that gave the illusion that this vehicle could actually be real.

The body of the vehicle, where people would hypothetically sit, was the most annoying shape I have had the pleasure of wanting to beat my head into the monitor making. In every angle the shape seemed wrong, and to boot I can't imagine ever wanting to sit in this thing.

In the end it was a challenge to make this vehicle, but a welcomed one. We had limited time, 5 weeks, and we projected the high poly to a low poly version that we also had to create.

For this being my first attempt at a really high poly model I feel pretty good about it. A few things I would fix, but isn't there always?