Monday, 29 February 2016

Games Production - Textures

Just a quick update of some textures that I've created for New Eden.








Wednesday, 24 February 2016

ZBrush Revision

Today we had some revision of ZSpheres to keep up the appearance that we know what we're doing with ZBrush.







Thursday, 18 February 2016

3D Pathway - Patrick the Tentacle Horror

Finally, after having sorted the 2D aspect of my project, I have begun modelling my Lovecraftian monster - whom I have nicknamed "Patrick" as people keep likening it to Patrick from Spongebob.







I imported the hand and foot I made earlier and attached them to the body. Then I tidied up the topology.





Next up is getting the UVs ready for texturing and then exporting the model to ZBrush for details.

Saturday, 13 February 2016

Games Production - Final Computer and Texture Beginnings

After getting feedback on the computer terminal, I changed the design to better mesh with the Aztec aesthetic.



I also took it in to Quixel Suite to experiment with textures and normal mapping.





After talking to the group though we decided to create our own textures. Despite Quixel being easier, we're doing this in order to keep to the 100 texture map limit.

Monday, 8 February 2016

3D Pathway - Misc. Body Parts

It's been a busy couple of weeks - not only did we go on a trip to the Transmedial art festival in Berlin, but I've also been learning how to create some of the trickier body parts for my 3D assessment.

First up, is a creation of a hand.









The tutorial we were following required us to create a female character's hand. However, by bulking up the fingers and thumb I feel I have transformed it into a more male hand.


Next, I moved on to find my own tutorial to make a foot. I had to improvise and use two different feet for referencing, as I could not find decent images of the same foot.




These pieces are now ready to be attached to my assessment piece.

Tuesday, 2 February 2016

Games Production - Asset Building

Whilst the environment artist focuses on the main level layout and the "hero assets" (objects of the player's main focus), I've been tasked with making some smaller 3D assets to take the weight off of her.