Pages

Sunday, 31 January 2016

Sketchfab Portfolio Updates.

I'm not sure how I haven't seen Sketchfab before, but now I've found it I'll be using it to present my models. It allows me to show the work I've put into the materials and textures, and how they will look in a game engine, with a detailed 3D previewer.

Here's a preview of my latest game asset that's part of a pack I'm working on for the Unreal Marketplace.



I've also uploaded the Flintlock Pistols I worked on for my game project. These previews should really enhance my portfolio.






Tuesday, 26 January 2016

Star Wars: The Force Awakens VFX Breakdown

I've just seen this amazing visual effects breakdown video for Star Wars: The Force Awakens, so I thought I'd share it here. You can find more information at this website. I loved the new Star Wars, and of course as a 3D artist it would be my dream to work on a production of this quality. For now I'm happy taking inspiration and tips from videos like this whilst I refine my skills.


Monday, 11 January 2016

Unreal Engine, Shotgun Game Model.

I recently completed the first of three models I'm working on to sell in the 'Weapons & Props' category of the Unreal Marketplace. I continued to refine the high polygon to low polygon workflow I learned in the final year of my degree. The high poly model was over 16 million polygons but I've managed to optimise the final game mesh to just over 2000 polys. The mesh and PBR texture maps are Unreal and Unity compatible, and the high quality of the model makes it suitable for 'AAA' titles or games that want to achieve a high level of realism. Here are a few renders of the fully textured model.





Tuesday, 22 December 2015

Shotgun Game Model, Work in Progress.

Building on the experience I had creating my Flintlock Pistol game assets I took some time off from my game design project to make some more assets for an Evil Dead inspired scene. At the moment I'm working on a shotgun, chainsaw, and a 3D version of Ash. I just thought I'd share an image of my work in progress on the shotgun.


Obviously there's still a ways to go but I've finished the base mesh in 3DS Max and I'm currently working on the fine details in Zbrush. I'll then bake the lighting information from the high poly mesh to the low poly mesh's UVs and create the materials in Quixel. Once I've used this model in my own projects I intended to sell it on either the Unreal marketplace or Turbo Squid.

Thursday, 12 November 2015

Evil Dead pixel art.

I've been practicing my pixel artwork with a concept piece in the style of a 16bit game, inspired by the Evil Dead films and my recent viewing of the Ash Vs Evil Dead series. My software of choice to work with was Pyxel Edit a great program designed specifically for creating pixel art and animations.

I began by creating a simple tileset to be used within a game engine such as GameMaker or Unity.


Pyxel Edit helps to create symmetrical tilesets with ease that snap together without seams.



I also created a few assets for the environment and UI elements.


My main character is heavily inspired by Bruce Campbell's character, Ash from the Evil Dead, complete with a chainsaw attachment in place of his hand. He's a little more buff after years of slaying Deadites!


I'm currently working on a few animations such as a walk cycle, and attack animations, but I'm pleased with the progress so far. Pyxel Edit is great for previewing animations as you work and has helped speed up the process compared to Photoshop.


I produced a quick mock-up of how all the elements would look in-game, complete with UI elements and a parallax scrolling background.

I'll continue to work on this project in my spare time and I hope to have a working demo soon!

Thursday, 15 October 2015

Gentleman's Flintlock Pistol, Turntable Render

I wasn't happy with how I'd left the Gentleman's Flintlock Pistol. After a little break I've gone back and added a bit more detail to it before creating a turntable render for my portfolio. I think it's been worth it, and finding out how to add multiple light sources in Marmoset Toolbag has really taken the lighting to the next level. Check out the results below.



Wednesday, 30 September 2015

Game Character clothing.

I've been working on the clothing for my game characters. I took the opportunity to learn Marvelous Designer to help speed up my workflow. I found it pretty intuitive and it helped to create the realistic folds in the different materials I wanted for my character.



Early attempts were pretty basic.



The software was easy to get to grips with and once I'd manipulated the folds and adjusted the material parameters I was happy with the results. I'm still working on the overcoat and a few accessories, but my character is looking very dashing so far, if a little bald! 


I took the mesh into Zbrush to model the embroidery on the waistcoat. I used the character research and designs I created earlier in development to help me.


I created a quick turntable render in max of the high poly mesh. I'm pleased with the results achieved whilst experimenting with Mental-Ray materials and a few patterns from my own texture library. It should be easy to recreate the look once I redo the topology of the model, bake out the maps, and make the customised PBR shaders for UE4.