Wednesday, 6 May 2015

Jackal

Jackal I drew to get better at drawing digitally.

Skyrim Weapons

Me and a friend of mine Ryan have decided that in an attempt to get better at 3D modelling for games, we will try and create a mod for The Elder Scrolls V: Skyrim. The idea which Ryan can take full credit for is to create a weapon for each of the gods in Skyrim, although some of the God already have their own weapons within the game we thought that it might be quite cool to make at least one  weapon for each one of the remaining Gods.

So far I have drew up a concept and began modelling a sword for the God Arkay.

Arkay: Known as the God of the Cycle of Birth and Death, was a major divinity of the Nine Divines.

Arkay's Symbol is this.

 

First my concept:

Sketch:











Line Work:











Black and White Painting Work in progress:














Starting to Model:



Thursday, 30 April 2015

Daily Drawings and Sketches.

Recently I saw that one of my Friends Ryan had started to draw or sketch at least one picture a day. From what I saw the pictures which were very good varied and he drew what inspired him most that day. They ranged from fan art of previous characters or concepts for new ones and so on. I liked this idea very much and because I can never sit myself down and draw a lot I'm not actually getting any better and so I decided to try my hand at this in an attempt to improve my drawing skill as I really need to get better.

Here is Day 1: Sackboy from Little Big Planet.


29/04/2015

Not the best I know but hopefully I will get better. Let us see how long I can go doing these before I either forget or get bored.

Day 2: Banjo and Kazooie from Nuts & Bolts.


30/04/2015

At least I made it to day two.

Day 4: Conker the squirrel from Conkers Bad Fur Day.


02//05/2015

I don't mind this one but the colours aren't the best and the shading is terrible.


Wednesday, 11 March 2015

First Unreal 4 Game Level

I was set with the task of creating a 4000x4000 playable game level with at least two floors and a lift between the two. I already had my idea. I wanted to come up with something unique while still sticking within my favourite theme of post apocalyptic, I came up with the idea of a fighting arena. I began searching for indoor arenas, gladiator stadiums, fighting pits, underground domes and such. I began looking into a way of turning a once regular place into one of these fighting arenas. I though that a prison would work best and so I set to work on some blueprints and ideas. I started to gather references to prison yards and cells.

My idea now stood as this: You wake in a prison cell with the door open. You are free to walk down a corridor with cells on either side and into a makeshift armoury where you can select a weapon, step onto a lift and rise up into the middle of a prison yard. Battle!

I thought it had everything; Two floors, A lift, Modular design and best of all it was a simple design and would be easy to make... Right? Except I was wrong and it wasn't as easy as I thought and I fell out of love with the idea almost as soon as I started to make the level. I just couldn't see it as a good playable level or rather I wasn't skilled enough to make it into a good playable level.

Here was how far I got:


After I realised that I couldn't make it work I decided that it was best to change my idea quick before it was too late and I soon came up with the idea of making a large dark scary house. I then changed my idea again to a large modern house and for some reason I decided to make a gangsters house, similar to a house that someone like Tony Montana from Scarface would own or like a house from the Grand Theft Auto series. I didn't want to be picky or particular with the style and so I set to work creating blueprints and coming up with ideas on how the entrance would look.

I began making the level within Unreal 4 and pretty soon I had some a simple House made.
I then started adding in furniture and props that could be reused. Here are some rooms in the house. The texturing isn't finished yet and not all the walls are yet replaced with their correct models.

EDIT 30/04/2015

I decided to keep the BSP's for the walls and decided that I would just make some Skirting boards that I could then place around the Map.


EDIT 06/05/2015













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.