Sunday, 20 September 2015

Entry 50- Final Major Project

This will be my third and final year I am determined to utilise the techniques from my tutors demonstrated throughout this blog.

I will create a showcase around a linear 2-story library with rustic traditional style, I will demonstrate my confident abilities through programmes that I have learnt throughout this course along with trying to educate myself with new techniques like particle effects that I fully intend to use for smoke effects.

The assets that I will be using are:

  • Bookshelves
  • Books
  • Windows
  • Desks
  • Chairs
  • Cigarette/Cigarette box
  • Wall panels
  • Metal Bars
  • Candles










Here's some concept art that I have drawn as an initial guide to the first and second floor,

Friday, 1 May 2015

Entry 49- End of year 2

 Through the 12 weeks, I have created Urns, one broken and one new has been in putted into the basement environment, I find that I need to improve on my texturing skills and creating better UV skills on the assets to make them appear more professional, overall I have found the group project an interesting experience with working with my peers and working quickly and efficiently to the deadline.

This is my final renders for the High poly model, I feel that it has been fairly successful in terms of utilising mudbox tools to create a unique perspective on the original idea that I created.

Overall, the 2nd year has been interesting in finding my own strengths and weaknesses in the game industry.

For the 3rd year I have an to showcase my ability to create assets whilst at the same time improve my abilities and hopefully utilise ideas from my peers and others.

Thursday, 26 March 2015

Entry 48- props a plenty

 This week, I have created 3 assets for associated to death, the first are a pair of crosses on a new appearance for the first level and a broken cross to simulate the effects of time on the atmosphere and the level, but I do feel that I could improve my skills on 3ds max in comparison to making my texturing skills more professional.

The second is an urn with a mixture of 2 texture to make the textures more tileable and less marks from the edges of the normal maps.


My current progress on my Mudbox project, I am adding my own specular map on the face and helmet with the use of different techniques on the programme to export to Photoshop and to create maps for the original max model, hopefully it will transfer perfectly but what ever happen I feel that it will be a learning curve that I need to be learn new techniques to be a game artist.

If you want to ask any questions about the practices that you have seen feel free to follow me at:  https://twitter.com/Jamiemccarty19 

Thank you, for reading

Monday, 16 March 2015

Entry 47 Thank you Anna

This week, I would like to thank one of my peers, Anna Marynczak, a brilliant concept artist for allowing me to use her face model to save time to dedicate to the project.

The masks have a day of the dead style using resources and examples from the internet to reflect the theme of the level, then I have used the UV to add the colour and patterns accordingly to my research into the day of the dead.


In 3ds max I have adjusted the broken tomb to make look old and broken as well as to fill the space, I have resized the masks to twice their size to fit the human face. my next object I am looking into modelling is a cross for inside the church...

In mudbox, I have added textures for the eyes one of them blue and one of them white to show the change within the sides of the face. I have also added skin layer to make it more realistic and slightly more nightmarish.

Please follow her on twitter to follow her progress on twitter
https://twitter.com/Cheriietta

Thank you for reading.





Monday, 9 March 2015

Entry 46- Graves

This week, there was a demand for graves therefore I modelled 2 different designs.

The first design has a simple with damaged tombstone design including an epitaph, I have added a cracked stone texture with moss to demonstrate the age of the stone, as well as using the cut tool to effect the shape of the style of the box.


 The second design, I had intentions to make this tomb look like it has been broken by using the cutting tool to break it into multiple boxes, I have used identical materials to follow the graveyard theme.

Overall, this week I feel that I have learnt from mistakes that I made throughout the modelling of these graves.

Thank you for reading.

Tuesday, 3 March 2015

Entry 45- Tombs Version 2.0


I apologies for leaving this entry so late.
Over the last fortnight I feel that I have contributed a small part of my skill to the group project by modelling, texturing including light maps and exporting to the materials and meshes onto the level block.

These are the screenshot taken from 3ds max of the final design after I cleaned up the meshes to save time in the UV, in the original it had unique design due to comments from my peers I removed to improve the appearance.

There are 3 textures on the model:

  1. Stone texture- Wall
  2. Smooth stone- Outer wall & Floor
  3. Slates- Roof


 Overall, from making this I have found that I have to be more efficient when adding poly's onto the model. Finally, I have chosen to make masks with a day of the dead theme to fit the feel and atmosphere of the theme.



On Mudbox, this is my models progress on the face I am trying to make the character look human by adding lines under eyes.








Tuesday, 3 February 2015

Entry 44- The Group Project

I would like to apologies for the lack of entries lately, The final hand-in left me feel that I didn't preform to my full potential. The final additions on the model were hair with the use of alpha channels on Photoshop and adding a couple of renders e.g. wire frame,posed, unposed, textured and grey scale to show the models design.

Current progress with the  mudbox head is that I am adding more shape and tone to the head at the moment.

The next project is a group project around a demo for a game around the Doctor Who franchise working with Atomicon, a Liverpool company.

The initial ideas are a interactive comic book with 2d and 3d perspective, my current role is Environment artist and will mostly be working with UDK 4, I feel that I can give more to this role.

Thank you for reading