Thursday, October 22, 2009

Finished Stone Wall/ Barrel Update

Last night I managed to finish the Stonewall, and I updated an older barrel texture to make it look slightly more old world for use in our level.

Wednesday, October 21, 2009

Texture Maps

Here are a few of the diffuse maps of props Ive created recently. All painted in Photoshop, combination of photos and hand-painting.

Medieval Stone Wall

Working on a stone wall for the more affluent area of the town. Need to redo the top of the support though, the texture is blurry and scaled incorrectly.

Tuesday, October 20, 2009

Some High poly Sculpts.

Here are a few high-poly versions of recent assets Ive created.

Monday, October 19, 2009

Stone Wall

Taking a little break from the buildings. Modular stone wall for tonight. Low poly made with Decimation-Master out of Zbrush off a 15mil poly sculpt. Needs to be far lower though, 1800tris is wayyy too high for what it is I think.

Sunday, October 18, 2009


Textured the tower. Her is a realtime render of it and the house in Maya viewport.

Friday, October 16, 2009

House Updates.

Small update to the house. Added a spire/porch thing-a-mabob to the top.

Thursday, October 15, 2009

More House Work

Created more modular parts for the house tonight. Roof windows, catwalk, tower are all separate meshes, with separate UV space, so they can be mixed and matched in the engine, saving on resources. Still a few more modular parts to model. Hopefully will get them all texture tomorrow.

Update on Warcraft Inspired Low Poly Sword

I decided to finish up an old project the other day. Really more of a handpainted texture exercise. I think it turned out alright, but I need to study Blizzards techniques a little more.

Wednesday, October 14, 2009

New Level

We began our main level project in Game Design class this week. I have tried to sort of take head of the project, drawing out a layout for the level, a look/influences sheet, outlining each main area of the level and assembling a texture library to ensure different artists models have some sort of level of continuity. We are creating an English influenced Medieval Village, located in a valley area. I will post more details later, but for now, here is a house I have created, both for the level, and to demonstrate the look we are trying to achieve, as well as a modular window, that can be swapped around into different house models. I am going to try and create many of thee modular house/building pieces, allowing whoever assembles them in the level, the ability to mix and match, saving time and resources.