Tuesday, 16 December 2014

Serpent Sword

Some time ago I decided to try my hand at concept art and although I was terrible at it I did manage to come up with some sword concepts that I didn't mind and I thought I would share them here.

Here they are:


I decided that my favourite was the third one so I settled on taking that one and further designing it.

Here is the 'Serpent Sword'


Here I took the original sketch and cleaned it up a little bit, I then made a cleaner black line drawing of it and then tried to paint in some colours and such.


This is where I left it, until recently when someone took it upon themselves to create and awesome textured model of my sword. I was so happy with the outcome and although I wasn't expecting it I loved that someone thought to model my sword.

Gorion103's sword model is here:

http://p3d.in/sSVwC


Wednesday, 3 December 2014

Vehicle Concepts and Modelling

This is a work in progress on my current college assignment. I have been tasked with creating a new futuristic military vehicle in which form follows function. I have decided to go with a drop ship. I wanted to create something that was at least based on a shark in some way.

Here is the Model so far:

Here I have created a low poly body along with a low poly set of wings. I have added the tail fins and a kind of dorsal fin. I still have a long way to go and a lot of work to do.

EDIT [10/12/2014]:



Here I decided to change a lot of the design so that it made more sense and followed the function more. I think that It looks better anyway.

I made the whole thing longer, moved the thrusters to the ends of the wings and then held the back two in place. I changed the tail end fins so that they fit the new design and actually make sense.

I have changed the front cockpit a fair bit so that it would actually be able to see the ground better.

EDIT [16/12/2014]:


Here I have started on the textures and as you can see I have decided to add a camouflage to the overall body and wings. I have gone with a kind of scratched worn texture for the vehicle because I like the idea that the vehicle has been used before.

Here are some final renders of the finished model:







Not the best I don't think but I'm happy with the outcome for a first try.

Wednesday, 12 November 2014

Asylum Room Interior


This is how my Asylum corridor turned out. I went with a green colour scheme for the walls with a yellowish plaster and green bricks along the bottom, I tried to match that slightly with the windows and the lighting. I populated the corridor with a bent mattress and an empty bed frame along with a wheelchair which is sat at the other end. I added in a radiator to break up the middle along with the vents on the ceiling and opened a door which leads to an empty cell with a single bed. I added ceiling lights and piping to add that little bit more to the scene. There is also a small exit sign above the double doors. I tried to go with my own style based on research I did on existing Asylums. Instead of copying completely I tried to mix square with arched. For example I have arched windows, yet I have square cell doors and frames. Looking back now I don't think it was my best idea but I don't think it hurt the overall outcome too much.


This is a render from the other end of the corridor and here you can see the wheelchair and a smear of blood. To make a the blood I took an image of blood smear and then darkened it in Photoshop and cut out the image saving it as a diffuse. I then made a separate version and made it bright white and saved it as a specular. I made a normal map and then re-added the diffuse texture as a specular colour map I then added a ray trace in the reflection map section to and added the opacity map as a mask for it.


This is a view from inside the cell and here you can see the bed and some more blood splatters with some words written in blood. The blood on the left is supposed to be where the patient that stayed in this cell has repeatedly head butted the wall,


Here is the same sell from another view. Here you can see the writing better. There is a crack on this wall too and you can see that there is a splatter of blood on the door too.


This is from the corridor just outside the open cell door. Here  you can see that someone has drawn a smiley face in blood.


Here is a radiator that was added across from the open cell to even out the composition and the layout of the room. I added some cracks and pipes to finish off some minor details.


Here is another look at the end doors and the wheelchair.


This is the last render which is situated at the other end of the corridor and here you can see the empty bed frame and the dirty old bent mattress.

Tuesday, 30 September 2014

First Room Interior WIP


This is a screenshot from my current college assignment. I have to create a room interior in 3D Studio Max and so I decided a good idea would be to make an old abandoned Asylum. To start this I took a regular box shape and then in the display tab I checked back-face cull. I added an edit poly modifier and checked ignore back-facing.

This is currently a work in progress and there are a few changes to be made along with a lot of cleaning up. I haven't started texturing yet. To start this I took a regular box shape and then in the display tab I checked back-face cull. I added an edit poly modifier and checked ignore back-facing.


Update : 06/10/2014


Here is an update on my room interior. I have started to texture a few things and I have fixed a few other things too.


Update : 15/10/2015

Here I remodelled a new window and then I changed the textures for the walls and floor. I added some decals to the floor and walls to try and break the repetition a little bit.

Update : 20/10/2014

New update with some texture changes.

Update : 03/11/2014

Render of the very nearly finished interior room that I am making.


Wednesday, 24 September 2014

Amazon Box Render


Here is a render of my first textured 3DS Max model. It is an Amazon delivery box that I made in my first lesson in college. My tutor Graham gave me some photographs that were taken of the real box and I used them as the textures. I learned how to UV unwrap and then texture the Diffuse, Specular and Normal Maps. The model is really simple, It's just a Box with a small chamfer on it. I then looked for a texture in which I could tile onto a plane for a floor added simple target spot lights and rendered. I'm not sure what is going on with the shadow but I don't think it is all that important considering this was made simply for the purpose of learning.