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 Zbrush. Show all posts
Showing posts with label Zbrush. 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, 10 November 2014
Human Male Character Video
This is another video on my youtube, it's the male character I've been working on, fully textured and animated.
Labels:
3D Arts,
Autodesk,
Character,
Civilian,
Game Design,
Game Development,
Male,
Maya,
Painting,
Photoshop,
Zbrush
Monday, 3 November 2014
Human Male character : Concept to Final
This was posted earlier this year, however a glitch happened and some images that i uploaded went missing and posts had to be updated to be fixed. luckily it only took one night. This concept presentation was one of the images that went missing and i thought i might just re-post it. The original post just got cleaned up, features just separate renders of both the African and Caucasian males and the original concept art of all the ideas generated before settling with the business suit.
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The character went as planned, it was a simple concept, i couldn't think of a back story for these characters |
Story-wise, this character was somewhat not applicable being just a background feature for renders and game environments, but i would note down possible scenarios that they can be featured in (such as an office interior render, a sandbox type game that takes place in an urban environment), or i could say "there once was a man who walked to work with his briefcase, the end". Stepping away from the sarcasm, this was a fun project, however skinning the mesh to the rig was probably a hair grabbing experience which i hope to get better at. Here are a couple of screenshots of the high poly models....
Labels:
2D,
3D Arts,
Autodesk,
Character,
Civilian,
Concept Art,
Drawing,
Game Design,
Game Development,
Male,
Maya,
Painting,
Photoshop,
Sketches,
Zbrush
Human Male Character: Added customization
Earlier this year my class had an assignment to model a character, textured them, rig them and animate. It was fun and challenging. However i didn't present the character completely so a few pics have been added, some cat t-shirts and different colored trousers. He's been place into unity and has a walking, running and idling cycle which i'll show in another post.
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I thought i'd make some extra diffuse maps to customize the character a bit more, a couple of motivating cat t-shirts, and some funky business wear for the less serious worker. |
This was meant to be a joke, but i thought i may as well present it, he can be placed in a variety of environments, applied into architectural renders of future developments, he can be the guy that rings the alarm when a thief protagonist of a game robs a bank or maybe the big bosses entourage.
Labels:
3D Arts,
Autodesk,
Character,
Civilian,
Game Design,
Game Development,
Male,
Maya,
Painting,
Photoshop,
Unity,
Unity Engine,
Zbrush
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.
Monday, 27 October 2014
Chain Link Fence Alpha Map
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The Alpha seems to be working in Maya. Despite Having back-face culling turned on, the .tga file texture of the fence remains double sided |
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My instructions are in red text |
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Using the ambient occlusion i have achieved from Xnormal, i make selections in Photoshop, modify the border sizes of those selections and hit delete so i can achieve the gaps between the chain links |
Labels:
2D,
3D Arts,
Autodesk,
Buildings,
Drawing,
Game Design,
Game Development,
Maya,
Objects,
Painting,
Photoshop,
Zbrush
Tuesday, 14 October 2014
Scene setup: Background assets put together to make a game setting
Together the assets i've worked on go well into a post apocalyptic setting, i have used sculpt geometry in Maya to modify the car into looking crushed and wrecked. I gave it a new color texture to make it look burnt and dirty. I have used the fence in the previous post, but the new assets here are the rusty road signs. The Ground texture is not mine, it is "Seamless dirt texture by hhh316" (http://hhh316.deviantart.com/art/Seamless-dirt-texture-163426021). I shall give credit. I hope to do a render turntable of this scene anytime soon, i'll have to retrieve some concrete barriers i made which got lost in a system wipeout (my project leader may have copies). Nevertheless, here's another display scene.
Wednesday, 1 October 2014
RoboBee or Robotic Steampunk Bee: An old project from a year ago restored like an old car
I got a bit bored during my time at school and just foraged through my memory sticks then ran into this Robotic Bee which i totally forgot about, so being bored i decided to pick up from where i gave up. To me it's not a success, the poly count is far to high for being involved in large swarms and there was never any colored concept art done for it. However better than nothing, i decided to have a go texturing it then rigging it so at least it can do something. I spent hours on it, after all it's worth doing. Some say do not be afraid to start again regardless of a project remaining unfinished, some say continue until it's done, or work on multiple projects so if i get bored of one, work on the other. Many ways of dealing with projects leads to a grey area on what is the best approach or pipeline workflow, but i decided to have a crack at restoring projects like restoring a vintage car. So here we have a Bee that started as a tutorial in class on how to model and texture basics which was to look like your average bee, became a clean metallic robot, finally deciding on a rusted post apocalyptic look that's been rigged and fully colored and textured.
Thanks for viewing.
Here we have the high poly model, i added more detail after that which you'll see on the final product.
Thanks for viewing.
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The original Design, as i mentioned lack of color |
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Work in Progress |
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Side Progress |
Now for the final look.
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I used an alpha in Zbrush to get this detail on the eyes, it was a tile-able microphone texture |
My Bee has iron guts. Yeah
Labels:
2D,
3D Arts,
Autodesk,
Character,
Concept Art,
Drawing,
Game Design,
Game Development,
Maya,
Objects,
Painting,
Photoshop,
Sketches,
Weird,
Weirdo,
Zbrush
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.
Monday, 28 July 2014
Human Male Character
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Concept Art |
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African Male Civilian in Suit |
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Caucasian Male in Suit |
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High Poly of African Male |
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High Poly of Caucasian Male |
Labels:
2D,
3D Arts,
Autodesk,
Character,
Civilian,
Concept Art,
Drawing,
Game Design,
Game Development,
Male,
Maya,
Zbrush
Tuesday, 8 April 2014
Tribal Temple Player Build
Tribal Temple
You Will Need Unity on Your Computer to play this build. If you have the Free Version it should still function. This is a standalone environment, the main idea is to explore and have a look at all the assets and features.
Matt Rose/Tim Went
You Will Need Unity on Your Computer to play this build. If you have the Free Version it should still function. This is a standalone environment, the main idea is to explore and have a look at all the assets and features.
Matt Rose/Tim Went
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