Wednesday, 14 October 2015

Texturing Assets

Texutring is one of those things that just takes time. The more time you put in the better it looks, You rush it well... it looks like shit. I've very slowly been working on the church asset I designed way back at the start of the year. 

I really enjoy the brick texture I've managed to come up with. I probably need to work a little bit on the seams and repetition of it but all in all its getting there. Thanks to a class mate Michael. I've successfully mastered unwrapping like a mad man. I no longer fear it but enjoy it. Thou because this was one of my first models, and Stupidly I built it all in one piece it is a little tricky to unwrap to get the uv's to line up and not be distorted. 


Slowly work in progress

I need to work on the shingles and Wood not really happy with that yet.

Hero Character Completed.

So I've finished my 1st humanoid character ever and 2nd Character Rig.

After much torture and pain with head topology. I'm slowly getting the hang of it, I'm still not 100% happy with this character but push came to shove and I really needed to start finishing aspects of for my game. He's not textured currently, That should be done hopefully by the end of the week. He's all rigged and animated thou and ready to be imported to my game.

I originally started with the theme of a blacksmith something like Gendry from GoT. But with a cartoon twist. Well I'm hoping my texturing can get me the result I really want, we shall see. I'm not to fussed thou because I've got a back up script ready for him anyway.

The character finally finished at:
4888 tris

I'm happy with the legs still need to work on Head/Torso

He's a little Fat!


Space Butt Delivery... My 2nd game jam!!


So it's been a couple of weeks since I've posted anything. Been busy working on some undisclosed stuff and planning the future and all that jazz.

So to recap. Colleges and myself produced a game in 2 weeks. The theme that was voted on was "Get your arse to Mars." We went head to head against the other class on campus and worked tireless on the project in 2 weeks.

I was part of the art team.. Sad to say I felt the art team could of worked more efficiently but all in all i felt the product really turned out well. I had a lot of uneasy feelings towards this and mainly the collaboration between so many people, But I was happy to be proven wrong and the product speaks for itself.

The things I worked on during this product. I designed the shed in the background, (texturing was done by another student), Designed the rocket buttons and some of the upgrade buttons. 

Be sure to check out our game and even give it a play test here.
It's been uploaded by Peter so check his other games out as well here.
Our Neat Loading Screen

Buy them Upgrades!! 
Flying Through space on our way to Mars
Preparing for our first launch!

Day 30 extra protection needed!!

Monday, 24 August 2015

Ludum Dare #33 - You are the Monster. 3 day Jam.

So over the weekend we had a game jam! Our first one ever as group that had never worked together! 2 programmers and 2 artists, We had to publish a game within 72hrs, and we did it!

The concept was just simple bomberman style game. Where you are the grim reaper and harvest souls of fallen gamers. The angel tries to save them before they reach the "game over" screen! It's a simple time based game where you have to meet the quota of souls, if you don't you lose.

All in all it was a great learning experience! Definitely in the future I'll be doing it again. I felt our group worked amazing for never having been together. I'm hoping that in the coming weeks we decide to polish this up and make it truly 100% complete.

Our members were
Mark: Blog Link
Max: Blog Link
Peter: Blog Link
& Myself

be sure to have a look at their work!




And more importantly have a play of our game here 

Wednesday, 12 August 2015

Gui Health Bars

Did a quick excerise in class on how to make a GUI health bar. I'd recently played around with the new Unity 5 canvas and UI element. But learning to do it really fast using photoshop and simple hardened bevel and emboss. All in all really great concept.

I tried to design to different styles. Went with a sort of Icy look and just a stock standard metallic and simple style. 

Holiday Muck Around

During the holiday's I got a little unproductive and started playing games and fun stuff again, mainly just due to being severely burnt out. I always loved the story and concept of Arthas and the Lich King. So I decided to draw him as best as I could using the Lich King Cinematic as reference. I've been working slowly on this piece for the better part of 3 months I reckon. I really wanted to do it faster but at the same time I wanted to do it justice.

I found it extremely difficult to compare something 2d like a painting and use a 3d cinematic as reference but i persisted with it. I think i screwed the sword and shoulder hard thou but all in all i'm pretty happy with how this turned out.


I would of loved to done a background but at the same time, I just want to move on and do some more things and maybe I'll come back to it and do it even more justice.

Sunday, 9 August 2015

3d Gui Element.

Did an in class exercise turning a logo from the internet, to a vector based 3D element. Basically showing how these can be generated really fast for either splash art, load screen and other good various stuff. Started out using Illustrator and Vector Traced the element then, took it into Maya and extruded the elements.

From there we gave it some nice delta and some specular to make it look interesting in Z-brush as well as finishing it in Photoshop with a high pass filter to bring it to life. 


All in all the exercise is great workflow and great way to produce something for a game.