Trying to bust out another environment before graduation. In this project, I'm primarily trying to use a lot tiling textures textures in smart and efficient ways. I'm also thinking of using like a grand total of one 1024x1024 texture sheet for all assets. Maybe I'll change that though as I progress.
Showing posts with label art. Show all posts
Showing posts with label art. Show all posts
Monday, August 27, 2012
Sunday, August 26, 2012
desert update
I've been working on finishing my desert environment so I can present it in my demo reel. I've made a lot of updates and changes to it in the past few weeks. I think I'm almost done with it now. I really do like the way it's turning out. One thing that's bothering me is that it's all yellows and oranges and brown. A nice complementary color like some sort blue or a deep red would really help the scene out and make it pop. I'm thinking of having a nice royal blue flag hanging on one of those pillar structures. I wonder if that would be historically accurate though...?
Also, I need more foliage models and textures. The ground needs to look more thick with bushes and grass and stuff.
Also, I need more foliage models and textures. The ground needs to look more thick with bushes and grass and stuff.
Labels:
3d,
art,
desert environment,
design,
environment,
israel,
jordan,
masada,
petra
Wednesday, July 18, 2012
uhh yeah dude
uhh yeah dude is a great podcast. Here are just some updates on the project I've been working on. More models and more textures. Different sky too.
Friday, May 11, 2012
I always wanted to go back to it though and turn it into something nice. And here's how it's looking so far. It's got a ton of assets and it's a rather big environment but I'm close to finishing it. My idea behind it was to create a cartoony/stylized mmo type environment where everything is low poly or as optimized as it needs to be. I like the look of games like WoW, SW:TOR, Aion, the thousands of Korean mmos and all those other stylized games. I specifically think Star Wars: The Old Republic is one amazing looking game, both technically and artistically, and I wanted to replicate a style similar to that game.
Tuesday, August 2, 2011
S.T.A.T. stadium
I'm taking this class called Senior Project 1 and it's been a pretty great experience so far. Our class is creating a game named Steel to Ashes. It's abbreviated to S.T.A.T.(Steel to Ashes Tournament.) It's a car combat game kind of like Twisted Metal or Vigilante 8. The backstory is pretty interesting. Three intergalactic species participate in destruction derby sports event that broadcasted all over the galaxy. The whole class is working very diligently.
I'm creating stadium assets.
I'm creating stadium assets.
Sunday, July 24, 2011
Some level I designed
I haven't posted in forever. This blog should be something that shows my progress as a 3D artist but I'm not doing a good job updating it with new stuff. But I have an idea of what I'm going know to put up next so I guess that's good. And I'll be doing that soon in the next couple of days.
Last quarter I took this class called Advanced Level Design and I feel I got a lot out of it. In 12 weeks, we were tasked with thinking up a level for a type of game, researching games of our chosen genre, drawing level plans, writing a design document, creating models, creating textures and putting everything together to make a level in Unreal. I even did a little scripting which I'm putting to use in another class. What I really like about the class was learning how to think "modularly". I think the class was more about design then creating art but I increased my understanding in both areas.
So I made a desert level for a game I dubbed " The Order of Vulcan." I looked at the areas of Jordan and Israel for reference and inspiration. Petra in Jordan was particularly wonderful reference. I "created" The Order of Vulcan in my first level design class. The level I designed was supposed to be one of the final levels for the game. I imagined the game being a action-rpg game similar to Zelda and Final Fantasy. The player would be a sort of James Bond of the ancient world working for a secret society called The Order of Vulcan. He would travel the ancient world with crazy ancient technology and even crazier futuristic technology. Vulcan is the Roman equivalent of the Greek god Hephaestus. They were both the gods of technology, metal, blacksmiths and other stuff. Hence the name. It's more than a far-fetched story, it's pretty ridiculous. But what game doesn't have a fun, asinine story?
All the models and textures(except the sky and trees) were made by me. Since the class was more about design then art, not all models and textures are at the quality I want them to be. There are some weird graphical shadow artifacts here and there too. I really like how the cliff-sides came out though. Anyway, I plan on fixing a lot of the artifacts, re-texturing some stuff and overall just bumping up the quality to make it a nice portfolio piece.
Last quarter I took this class called Advanced Level Design and I feel I got a lot out of it. In 12 weeks, we were tasked with thinking up a level for a type of game, researching games of our chosen genre, drawing level plans, writing a design document, creating models, creating textures and putting everything together to make a level in Unreal. I even did a little scripting which I'm putting to use in another class. What I really like about the class was learning how to think "modularly". I think the class was more about design then creating art but I increased my understanding in both areas.
So I made a desert level for a game I dubbed " The Order of Vulcan." I looked at the areas of Jordan and Israel for reference and inspiration. Petra in Jordan was particularly wonderful reference. I "created" The Order of Vulcan in my first level design class. The level I designed was supposed to be one of the final levels for the game. I imagined the game being a action-rpg game similar to Zelda and Final Fantasy. The player would be a sort of James Bond of the ancient world working for a secret society called The Order of Vulcan. He would travel the ancient world with crazy ancient technology and even crazier futuristic technology. Vulcan is the Roman equivalent of the Greek god Hephaestus. They were both the gods of technology, metal, blacksmiths and other stuff. Hence the name. It's more than a far-fetched story, it's pretty ridiculous. But what game doesn't have a fun, asinine story?
All the models and textures(except the sky and trees) were made by me. Since the class was more about design then art, not all models and textures are at the quality I want them to be. There are some weird graphical shadow artifacts here and there too. I really like how the cliff-sides came out though. Anyway, I plan on fixing a lot of the artifacts, re-texturing some stuff and overall just bumping up the quality to make it a nice portfolio piece.
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