Thursday, December 27, 2012

"rasta"

I started this during the Christmas break from school. It was supposed to be just another sculpt I wanted to use to keep practicing human anatomy. I had no idea what to call it, but then I showed a friend as i was working on it and he jokingly said it looked like a rasta, so there you have it.


Saturday, December 15, 2012

Blue Alien

It was one of those days were I wanted nothing to do with zbrush, but I decided to put together a few zshperes and take it from there. Turned out to be one of my best pieces.


Frank and Husky

I started this a while ago and somewhat abandoned it. Not too pleased with the way he ended up. I hit a bump in the road with this one. Which one is named frank?


Thursday, December 6, 2012

Aquajunk level gameplay!

Well the semester is over, and we had a playable level. The professor and all of us had a blast play testing. I think was a very nice level designed by Joey Frederick, and we all came together with our strengths to make this a reality. For some odd reason my sniper rifle came out looking larger than I actually modeled it, much LARGER. I blame the programmer lol. Here is some gameplay footage. Unfortunately i couldn't record beyond 30 seconds because I have the demo version of fraps.


Some screens:

LAKAR

I love gears of war, and for my interior space and worlds class I decided to create a location from the gears of war series not used in a game. Lakar is what I decided to go for, since I found reference photos of it:
http://gearsofwar.wikia.com/wiki/Lakar

Rather than grab static meshes from UDK, I decided to model and texture my own assets, which took a lot of my time. I also regret not using UDKs terrain features. The sharp transitions from concret to grass doesn't look good at all. I also discovered that the first gears of war game for PC comes with an editor allowing you to create your own levels. This was exciting, and turned out to be a HUGE distraction.

Screenshots:

Screens from the gears editor:

Wednesday, November 28, 2012

Aquajunk assets

So in addition to the weapons that I made for our game prototyping class this semester, I also was responsible for creating some game assets.

First up, a mustang I modeled years ago when I first started out and never completed. It was kinda crunch time to get things done, and I decided the level could use another abandoned car. I actually volunteered to do this, and yes, IT HAS NO DOORS.

base zbrush sculpt and paint:
final photoshop texture:






The next asset was a  rat, this was first modeled in 3dsmax, textured in zbrush, and then brought back in to 3dsmax before being exported to UDK.

rat in zbrush:
rat in 3dsmax:
Other assets textured for the project:
Can't have a capture the flag game without flags:


I was called upon at the last moment to model a torch:

Friday, November 9, 2012

Gears of War 2 drone bust

All done in zbrush.
Original WIP sculpt can be found here
References used can be found here.

Sunday, October 21, 2012

Aquajunk weapon models

So this quarter I'm taking the game prototyping class at school. We all had ideas and a hybrid of two of the ideas were picked. Aquajunk, is what the level ended up being called. We went with the basic level design of one student who's level was an aqueduct, and then the story of another student who's level was junk city. So with aqueduct I believe the story was poor people fighting against each other to determine who gets to move up in society to were the rich people live. My first task for this project was to model two of the weapons we needed for the level. A classmate came up with a pistol and assault rifle for the project.

The first weapon I came up with was a patched up sniper rifle. The GRIP? is an umbrella handle, the scope is the lens of a broken camera, and the STAND was made out of a crutch and a walking stick. Call it the snumbrella.



The gasooker. A propane powered rocket launcher. I figured propane tanks would be available to people living in junk city, and of course I like my explosions.


Both models were made in autodesk 3ds max, and textured using zbrush and photoshop.

UPDATE:
Weapons added to UDK