Monday, February 27, 2012

34 - The GraveYard

Greetings all!

I have been hard at work on my newest assignment from Imagineer Games. This time we have the GraveYard! This is an eerie location above a mysterious mausoleum.

I received a great concept piece as well as a very detailed block out. So far I have been working on details mainly as the majority of the major walls and objects were already blocked out for me. Everything will get a detail pass though to ensure that we have it matching as close as possible to the concept artist's sketch.

Thus far I have added mainly the candles, the vases, and rebuilt some of the walls for poly flow.

Concept Art








WIP:









As always your feedback is most appreciated.

Enjoy!

Cheers~

33 - Gioz Units Progress 1

Greetings all!

Today I have 3, count them, 3 WIPs to share with you. :)

I have been hard at work on the enemy units for the Gioz: The Defender tower defense game.

First up we have the Infantry unit. This is the weakest enemy of the bunch, the cannon fodder if you will. He has a standard armour layout of a helm, pauldrons, gloves, a belt, and boots.










Next we have a double render of the Infantry and the next most powerful unit, the Soldier. The Soldier has a horned helm with decorative pauldrons, slightly larger gloves, a front hanging tabard, and boots.










Finally we have a very early render of the Scout unit. This guy is all about speed. From his slicked back pointy hair, to his winged boots he is ready to sprint past your defenses. Bring him down fast! I have much still to do for this model and some to redo that is not working well yet.










As always your feedback is much appreciated.

Enjoy!

Cheers~

Saturday, February 18, 2012

32 - Gioz the Defender: Concepts

Greetings all!

Here for your viewing pleasure is the latest concept art for Gioz the Defender. The lead and I have been working hard together to bring you a blend of good old favorites and fresh medieval unit designs.

First up we have the Infantry, the Soldier, the Scout, and the Archer.

I am awaiting feedback from the lead but I expect he will be pleased.

In the meantime, what do you think? :)

As always your feedback is most welcome.

Enjoy!

Cheers~

31 - The Secret Lab - Done!

Greetings all!

The Lab is done. This has been a very fun model to create. I love the atmosphere of the piece and the cannon / laser thing was challenging. The final poly count came to: 2777 / 3000. Just made it, whew! :)

All in all I've had a great deal of fun with this piece and I am looking forward a great deal to the next.

As always your feedback in most welcome.

Enjoy!

Cheers~

Saturday, February 11, 2012

30 - The Secret Lab: Nearly Finished

Greetings all!

I spent a few hours last night pushing to get to the finish line on the Secret Lab scene. I am happy to tell you that I'm almost done! I have a very short list of very minor things left to do:

- fix camera position slightly (you can see along the left and top edge of the image there is a bit of the behind the scenes magic being revealed! That is a simple fix of moving the camera just a tad.

- top left wire connection (the vertical beam furthest to the left has a wire just sticking out of it. I need to bend that up and terminate it off camera. Again, a simple and very minor fix)

- wires (LP) (all the wires you see in the scene are made with an object called a Spline. A spline is a 3d line that normally does not show up at render time. What I have done is check the show in render button and given it some thickness to show where the wires will be. Now once the rest of the model is cleaned and finalized I will go back and model a sort of half cylinder shape that faces the camera to take the place of the splines as the final wire geometry

- cleaning (last but not least general model cleaning. This consists of checking the model carefully and any faces that will never be seen by the camera are deleted. All the lighting in the scenes of the game are baked in, meaning there is little to no dynamic light, so faces that would normally provide shadow detail are not necessary. Also during cleaning I check to make sure that an object will not move during the game. If an object moves then I need to find out how it moves and be sure not to delete any faces that could show later on. For example there is a hidden room in this scene and I need to make sure the object that moves out of the way to reveal this room has all it's faces intact.

So that's all for now. As usual please let me know what you think of my progress. All feedback is greatly appreciated.

I've had a lot of fun with this model and truth be told I'm a little sad to see it come to an end. I told the lead for ImagineerGames that I really liked the canon/laser thing and would consider doing a High Poly version if they needed or wanted it for promotional reasons.

Enjoy the render (which has been brightened up a bit for your viewing)

Cheers~








Saturday, February 4, 2012

29 - The Secret Lab: Tangled

Greetings all!

I have been hard at work on the Secret Lab and have some progress to share with you.

Last night I spent some time getting most of the various wires put into place. At the moment I believe I have a little over half of the wires placed. After placement they will require some hand editing in order to become game ready.

The gun/laser thing in the ceiling is just about complete. The concept shows a little bit more (what looks like brackets to mount it to the ceiling) however based upon the desired camera angle you can not see it. I modeled it anyway but have hidden it for this render.

Still to-do is:

- Books on shelves
- Finish wires
- Various pipes / gauges in ceiling
- Clean up and budget check

As always your feedback is welcome. Enjoy!
















Cheers~