Showing posts with label photoshop. Show all posts
Showing posts with label photoshop. Show all posts

Tuesday, 15 March 2016

1920's Speakeasy Environment - Part 6

1920's Speakeasy Environment - Part 6

Another speakeasy update coming your way! Today I finished the Tommy Gun 3D model and its now fully PBR textured with diffuse, normal, roughness and metallic maps. I'm quite happy with how its turned out and I'm calling it finished for now, but I might tweak a few things further down the line.

Some info on the tommy gun: I originally planned on modelling it with the typical drum magazine as seen in many classic gangster films, but I wasn't happy with it so I decided to make a box magazine and was instantly happier with it so I stook with it. It's based on a 1928 Navy model which DID have the box magazines and top-mounted bolt and ejector port so it's still fairly accurate and viable for it to exist within the scene. I included some writing on the side that is based on real features of the 1928 model Thompson. I also made it so the serial number had been scratched off - implying this particular weapon was stolen from its original owner.

This was one of the most important models of the scene so it feels good to have it done. It is the 3rd gun I have fully modelled and textured. Here's some pictures:











My next step is to continue with the architectural pieces.... like I was doing before I got carried away with doing the tommy gun!

Thursday, 10 March 2016

1920's Speakeasy Environment - Part 4

1920's Speakeasy Environment - Part 4

I've made some more progress on my speakeasy environment. It's slow but steady at the moment; I've just been modelling architectural pieces and making a few prototype textures. I've recently finished up a door (that I've also textured), and the arches.

Here's a few pictures of how the scene is looking:





 

Saturday, 5 March 2016

1920s Speakeasy Environment - Dev Diary Part 1

1920's Speakeasy Environment - Development Diary Part 1
  
I've started working on a new 3D scene this week. I'm going to make a 1920's prohibition bar/speakeasy/jazz club scene, inspired by 1920's nightlife and mafia culture. So far, I've drawn up some very rough concepts and layouts for the scene and created a 3D blockout using Google Sketchup.

The environment will consist of a small basement room with chunky bare-brick walls and arches, a bar and a stage. It will have dim, atmospheric lighting and will be filled with detail items like barrels, bottles, tommy guns and jazz instruments to give it an authentic 1920's speakeasy feel.

Over the course of this project, I will be using the following software:
  • Google Sketchup to create a 3D plan of the scene.
  • Autodesk Maya to model all of the assets.
  • Autodesk Mudbox for sculpting/advanced normal map creation.
  • Adobe Photoshop to texture the assets.
  • Unreal Engine 4 to build and render the scene.
The scene will be fully PBR-textured and I will be working with generous polycount limits.









My next step is to start modelling the basic shape and architecture of the room in Maya.

Sunday, 28 February 2016

PBR Baseball Bat Model Finished

Last week I made a blog post about a baseball bat 3D model that I'd started working on. The model is now finished and I've created a few presentation shots to show it off. This has been a fairly simple project just to get myself back into practice and I now feel more motivated to do some more 3D work soon, which is good!

Here's the finished model:




Staye tuned for more 3D projects coming soon!

Friday, 25 December 2015

"Snowman Creator" - Gallery


"Snowman Creator" Gallery


This December, I decided that I wanted to make a Christmas/holiday game, and the result was "Snowman Creator". It's a seasonal dress up game that allows you to create a unique snowman, enter a personal message then screenshot it to create a digital Christmas/holiday card that you can share with anyone.

I created the game by myself using Construct 2, and Photoshop to create the graphics. It took about 3 weeks of steady(ish) work to make it.

Here is a screenshot of how the game looks to play...


...but the real fun is in the "Take Picture" feature, which hides the menus and takes a screenshot of your custom snowman that you can save and share with family or friends as a digital holiday card.

I uploaded the game to the Scirra Arcade on December 18th - one week before Christmas - and throughout that week the game was played over 200 times.

So to celebrate Christmas and the game's success, here is a gallery of snowman pictures that myself and various players created!

created by me


created by me


created by me

created by me

created by Sheila Clarke

created by Phil Bahan

created by Nome Clarke

created by my nieces Seren and Izzy

created by Chris Clarke

created by Chris Whiteside

created by NovelSpinGames on Reddit



So there we have it! I'm very happy with how this game has turned out and the response it received and I'm excited for whatever my next 2D game project will be!

Friday, 16 January 2015

THRONE ROOM - Polycount 3D environment challenge

I've decided to enter a 3D environment art competition organised by Allegorithmic and hosted on Polycount. The challenge is create a "throne room" - and it can be any kind of throne in any kind of setting or environment.

I've chosen to create a Pirate-themed "Captain's Cabin" throne and environment. I'll be using Maya, Photoshop and UDK.

So far I've only just started to create the architecture of the room itself, here's a quick WIP picture!


The contest is open til March 31st so hopefully I'll have plenty of time to get it done as well as completing my Uni work :)

Check back for updates!

Monday, 12 January 2015

"The Canyonrush Crew" Concept Art - Games Design Work!



Welcome to my first post of 2015! It's already a busy year with a couple of big Uni submissions already done and dusted. One of these submissions was for my "Games Proposal" module. This module involves coming up with an entire game concept. I had to create a pitch document for the game idea for our January milestone submission.

My game is called "The Canyonrush Crew" - its an action adventure/treasure hunting game set in the Wild West. The player can choose from 5 very different characters including a Native American and a Retired Pirate to name just two.

For the background images of my pitch document, I used Photoshop to create 8 different versions of the same desert landscape at different stages of the day, so that as you scroll through the pitch document, a day passes before your eyes on the page! 

Obviously the actual pitch document itself is full of words, but its quite long winded so I've decided to just post the background images, I hope you enjoy!










Wednesday, 10 September 2014

German Stick Grenade - Game Design Work

Today I finished another 3D model for my WW1 objects project. It's a stick grenade - or Stielhandgranate - which was used extensively by the German army throughout both World Wars, and has since become one of the most recognisable infantry weapons of these conflicts.

I was looking forward to doing this one. Because of how iconic it is, I felt that I simply couldn't not include it. I think that it's gone very well and I'm especially proud of the wood texture. As always, I used Maya to model it and Photoshop to create the textures (diffuse, normal and specular).

Here's some pictures:





In other news, I start back at Uni in a couple of weeks and I'm thinking about specialising in 3D modelling and prop design. This will be my 3rd year, so I should have plenty to post about :)