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.