Posted on 30/07/2010, 8:33 pm, by Tyen, under
2010,
Unity.
The task was to model and texture a vehicle using the skills we had. Then to create a real world simulation of the car in the game development tool, Unity. We were provided a track to test and the scripts power our vehicles with.
The simulation side of the assignment was to use information like gear ratios, weight and [...]
Posted on 14/07/2010, 11:06 pm, by Tyen, under
2010,
UDK.
Over the past week I created an environment of a abandoned office building.
The task was to create a number of modular environment pieces that could be easily put together to create an environment by a level designer. This meant that we were to create models of structural pieces like walls, doors and stairs. They had [...]
Last week my class was given a summative, which the task was to create a model of a weapon, texture it and prepare it for a game engine. We started on Friday the 18th and finished on Friday the 25th of June.
The weapon we were to make was a FN FAMAS, a French assault rifle. [...]
Posted on 16/06/2010, 11:57 pm, by Tyen, under
Modelling.
Materials:
As well as the materials for the column, we continued on with textures for another week. Here’s the output of a few days and a weekends work. Done as a project to try create many different materials on a single sheet and then to create the specific material texture components that will make the material look realistic [...]
Tags:
ATERRORIST,
Confucious,
games,
I'm going to sleep so good tonight,
IED,
Modelling,
props,
So much Tape,
TAPE,
terrorist,
textures,
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The week began with a bang.
Set the task of doing an art test. One that a certain game company uses to test the skill of artists that apply for jobs.
We had to model, uv, sculpt and texture this column within 2 days. While we were limited to the style and polylimit(1000), the texture details were [...]
On Wednesday,
My class did level of details for the hand we did the day before.
‘Levels of detail’ are used in video games in order to reduce the amount of visible polygon data on the screen. As objects move further away from the player, the overall level of detail of the mesh is reduced. You may [...]
Another day another model.
Today we learnt about subdivision surface modelling. Specifically different methods of modelling in this way, and how to do it.
We were tasked with quickly modelling a hand. I did the base mesh in an hour. Then spent another hour optimizing.
Included is the single hand mesh on one layer, and on another a lit [...]
What is with the lack of updates you ask? Surely it’s not possible that our class didn’t actually have a summative due? It may have appeared that was not possible. But no, actually I’ve been on a week break! So I caught a bus and left the city for a few days.
Now that I have [...]
Posted on 11/05/2010, 3:35 pm, by Tyen, under
2d.
Hello boys and girls! What grand adventures await the dashing rock-a-billy space man, Captain Camaro today? What’s this! Master Cylinder has captured Holly Headlights? Oh no! Holly is a waitress at the local space burger joint, and is the Captain’s girlfriend. Captain Camaro must defeat Master Cylinder and his gang of dastardly evil henchmen and rescue [...]
Posted on 05/05/2010, 11:54 pm, by Tyen, under
2d,
Sketches.
This week I am doing 2d pixel based art.
Here is what I have done so-far this week.
Monday
I took a ‘Stalker‘ from the game S.T.A.L.K.E.R by GSCWorlds, and made it look like it belonged in the classic game Contra.
How it would look ingame..
A larger version so you can see the individual pixels.
Tuesday
I created a backdrop for [...]