A quick 3 Hour speed paint of Sherlock Holmes/Robert Downey JR
Thursday, 28 February 2013
Monday, 8 October 2012
Water Crab Concept
I was tasked to create a water based enemy for an existing game universe, this was my concept of a crab like creature covered in a hard blue marble shell.
Thursday, 12 April 2012
Mayan Warrior Model Progress
Recently I went back to my Mayan warrior model project, I repainted the intial sketch I drew just to get a clearer idea of the colour scheme and visual style I wanted the model to portray. I've now got the model rigged so its just the texture map to paint up so I can call it finished, might revisit the Eldar or Brute style characters for another 3d project to keep me busy when I get the time.
Wednesday, 21 March 2012
Low Poly Warrior Model WIP
Just an update of a low poly character that I'm creating using a Unity skeleton, trying to experiment with as many different elements of Maya that I can with this character to familiarise myself with new methods of modelling. I will upload the coloured concept of the character when I've finished tweaking the complete armour design.
Rogue Helmet Concepts
These helmet concepts have evolved from some line sketches I did when I was creating different designs for my Rogue futuristic armour set that are posted on this blog from mid 2010, just thought I'd experiment with a different brush that I customised as it gave a nice effect when painting semi metallic surfaces.
Thursday, 13 October 2011
Apocalypto Speed Paint
Wednesday, 7 September 2011
Nightclub level design for Renegade of Humanity
Thought I'd post some of the level design work I created for my degree GDD, this was a used to give an example of the gameplay that would occur in the nightclub I modelled shown in one of my earlier posts.
This outline was adapted from the layout of a London nightclub, allowing me to use give an authentic feel to the environment.
I then block mapped out the club in Maya so I could use it to visualise the gameplay that I designed for the nightclub environment, using props within the environment to give an example of the gameplay each area would offer.
I then presented the gameplay in a storyboard layout andstyle, giving examples of actions the player could take as he progressed through the area towards the boss on the upper level of the nightclub.
Using the base character model I visualised the gamplay in more detail, depicting the different gameplay experiences the player could choose depending on if a stealthy or more aggressive action suited their playing style.
This outline was adapted from the layout of a London nightclub, allowing me to use give an authentic feel to the environment.
I then block mapped out the club in Maya so I could use it to visualise the gameplay that I designed for the nightclub environment, using props within the environment to give an example of the gameplay each area would offer.
I then presented the gameplay in a storyboard layout andstyle, giving examples of actions the player could take as he progressed through the area towards the boss on the upper level of the nightclub.
Using the base character model I visualised the gamplay in more detail, depicting the different gameplay experiences the player could choose depending on if a stealthy or more aggressive action suited their playing style.
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