Here I've uploaded my video of the jungle temple level I worked on along with Tim Went (http://teejaedubart.blogspot.com.au/), I've added a background tribal-like theme to cut the silence as the level never had any sound added. The video starts with a well presented camera flythrough then followed by a test build showing you how the first person camera interacts within the environment and some closer looks at the background objects. It consists of mainly prefabs and was built with a strict scale and geometry code. The assets i worked on are in a previous post. Hope you enjoy it.
Showing posts with label Trees. Show all posts
Showing posts with label Trees. Show all posts
Monday, 17 November 2014
Demonic Jungle Temple Video
Here I've uploaded my video of the jungle temple level I worked on along with Tim Went (http://teejaedubart.blogspot.com.au/), I've added a background tribal-like theme to cut the silence as the level never had any sound added. The video starts with a well presented camera flythrough then followed by a test build showing you how the first person camera interacts within the environment and some closer looks at the background objects. It consists of mainly prefabs and was built with a strict scale and geometry code. The assets i worked on are in a previous post. Hope you enjoy it.
Monday, 3 November 2014
Tank Game: Background Assets Presentation
Finally all the assets are presented with a full texture render and a wire frame low poly mesh display. Mentioned earlier the main tank has it's textured applied, but here you can see the object in it's un-textured form, just with all the other objects as well. Most of them turned out as expected, I think i should've spent more time on the diffuse map of the enemy tank by adding the same scratch marks, but at the same time it looks clean and majestic, kinda like with a typical game story where the bad guys work for a majestic company with a big boss of some sort, they have all the tricks of the trade while you're the protagonist covered in dents, scratches and bruises etc. Background vehicles were added to the scene, just to fill the background as the name states but are also target practice at the starting stage of the game, i kept them low detailed since they're not the primary focus. Damaged forms were added, this way it can be indicated that they have been destroyed, at one point with the test build of the game when things were destroyed the only indication was a fire particle that appears on the object, but it would retain the same appearance and stop animating. The rest of the assets where not completely planned, but were for the sole purpose of filling the background, however the sand bags were a last minute addition because when turrets (made by someone else) were placed in the scene it didn't make sense not having barricades. Time was minimally spent on those sand bags as they were pretty simple to make, the texture was generated by a tile-able texture of canvas applied in Zbrush using the surface noise deform-er. Most enjoyable was the junk pile, while the objects were everyday and somewhat mundane boxes with little to no color, there was a level of abstract to it which i enjoyed, also the fact that i'm making a 3D model of an unattractive object which feels somewhat pleasurable (because we all want to model superheroes and fast cars). It is indeed not a rubbish thing to do (no pun intended) but making objects which most people wouldn't do seems to be a fun thing for me. This was quite some fun, i knew nothing of tanks when i made these, but learnt a fair bit on their anatomies, and add to that a variety of real life objects such as fences and plants, i made an alpha map, i made a vehicle, i made rubble. I shall conclude with the presenting.
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The main star of the game, i hope to do more renders and snapshots of this and have it featured as a masterpiece. |
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The textures took so much room in this presentation slide, so i've added a standalone render combined with wireframe below for a closer look..... |
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And here's the junk pile at a closer glance, possibly the background piece i enjoyed modelling the most |
So i hope you enjoyed looking at my 3D models, i hope to continue modelling things and improving my quality of art. I hope to make tile-able texture packs of varying game genres, and to also model objects for not just games, but also simulation purposes as well. Thanks for viewing.
Wednesday, 22 October 2014
Test Scene of Tank Game
Labels:
3D Arts,
Army,
Autodesk,
Buildings,
Game Design,
Game Development,
Maya,
Objects,
Tank,
Trees,
Unity,
Unity Engine,
Vehicles
Tuesday, 16 September 2014
Making a Tank Game: Some extra background assets
I've done some background assets for the tank game I've been working on, these vehicles are doing to be destructible, the wheat and lampposts will be knocked down upon contact while riding the tank.
Here's a render I've put together to show off the assets I've done:
Basically the pipeline workflow for the vehicles was modelling the basic geometry in Maya for the low poly objects, then adding details such as the lights and grilles, baking in Xnormal then Photo shopping over the Ambient Occlusion. With the lamposts it was similar except i exported the main wooden log into Zbrush then brushed in the wood grains using a clay build-up alpha. For the plants i would model them in Zbrush first, then try to make the lowest possible poly mesh for them to be baked on. The weeds are just planes with alphas, the Wheat stalks are 3-sided meshes.
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