In my level I decided to create decals of sand on my training areba floor, decal is a projection of a texture. I made two different types of sand to make it more realistic, I made sand because the training arena is based on the classic greek arenas with the coloumns so eventhough its a sci-fi version I wanted to implement this into my arena.
Thank you for reading my blog. this concludes my first year at university, I have learnt alot of skills and I am really looking forward to starting next year, I have a few indie game projects im working on over the summer so i will be posting these soon.
Thank you
(BA) Game Art - 3D modeling and Design
Game Art Blog
Friday 9 May 2014
Level Design - Thracian Training Facility - Decals
Wednesday 7 May 2014
Character design - future Greek soldier - Character sheet
The final stage of my character design is to make a character sheet showing off the character and some basic details of the character like name,age,height,weight etc
I decided to keep the armour black with camouflage clothing underneath, I put all my designs together and painted my final character. I made 2 different character sheets, one showing the blueprints and one with the character inside my level I created.
These are two progress pictures of my first character sheet using photoshop. I used a stock image to get the pose of the character and I used my sketch of my weapon design to draw over and make it look 3D
I decided to keep the armour black with camouflage clothing underneath, I put all my designs together and painted my final character. I made 2 different character sheets, one showing the blueprints and one with the character inside my level I created.
These are two progress pictures of my first character sheet using photoshop. I used a stock image to get the pose of the character and I used my sketch of my weapon design to draw over and make it look 3D
I painted bullet holes to the armour for added effect, i was very proud of these.
Below is my first final character sheet, As you can see I implemented the blueprints and gave it a nice space background then I put the character details over the top.
As my character and level are related i thought it would be nice to implement them together as you can see below.
This concludes my character this year, next year I will be modelling a character and using mudbox to create a creatures head. Im really looking forward to it.
Wednesday 23 April 2014
Level Design - Thracian Training Facility - textures
I thought i would show you a few of my textures and how they were constructed in UDK
Below is my roof texture I made.. On the right hand side you can see how the texture is made on UDK, starting from the top the first one is the diffuse texture sample (Targafile) I made in photoshop Cs5, then next one down are the EMISSIVE texture sample. this is what makes the lights glow, you only show where the lights will go and the rest is black.. the texture sample goes into a multiplier with a constant with control how bright you want the lights. the night one is the SPECULAR texture sample, this has a multiplier and contant too. it controls the shine of the texture. Finally i made the NORMAL texture, this gives the texture a 3D effect, makes it have bumps and gives the texture a more realistic look. the image is still 2D but the NORMAL map works like magic.
This material is alot more complex, for the material to have to holographic effect the texture sample has to go into the the opacity ( see-through) and the emissive to give it the bright glowing effect.. this material moves, the figure in the material cycles left and the righting on the material cycles down. to do this I attached a panner to the texture sample and you can choose for the texture to move on the X or Y axis. I also created a flashing/blinking effect which helps with the holographic effect, adds realism.
Below is my roof texture I made.. On the right hand side you can see how the texture is made on UDK, starting from the top the first one is the diffuse texture sample (Targafile) I made in photoshop Cs5, then next one down are the EMISSIVE texture sample. this is what makes the lights glow, you only show where the lights will go and the rest is black.. the texture sample goes into a multiplier with a constant with control how bright you want the lights. the night one is the SPECULAR texture sample, this has a multiplier and contant too. it controls the shine of the texture. Finally i made the NORMAL texture, this gives the texture a 3D effect, makes it have bumps and gives the texture a more realistic look. the image is still 2D but the NORMAL map works like magic.
Thank you for reading my blog
Level Design - Thracian Training Facility - Main door
Working on my last asset on my level before adding the finishing touches on my level. Ive been thinking on how to make my main door. originally it was going to be a corridor so I left it as a gap but then i came up with the idea to make it into a grand door. I wanted it to stand out so I kept it basic, with Spartan and Thracian shields. I made the door have old Greek mythology and old Greek engravings. this is how it came out.
I'm really happy with how it came out.. I got this effect by getting the diffuse and specular map plain but made the normal map with the mythology pictures. Below is the normal map I used.
This was my last asset. My level is now complete .. all that is left to do is double check lighting and add sounds.
Tuesday 15 April 2014
Level Design - Thracian Training Facility - Training Arena
This is the lower floor of my level. You take the elevator down and the doors open into the arena.
The Generator generates the plasma energy for the holographic shields.
Shields, plasma energy and bullet proof.
Training Arena and middle lifting platform for the IA bots.
holographic pictures of greek gods and heroes.
The Generator generates the plasma energy for the holographic shields.
Shields, plasma energy and bullet proof.
Training Arena and middle lifting platform for the IA bots.
holographic pictures of greek gods and heroes.
Entrance and exit for the Training Arena
nearly finished my whole level. a few little assets left and the main door to texture. then im on to adding the sounds.
Thank you for reading and sipporting my blog.
Level Design - Thracian Training Facility - Armoury
Armoury progress and assets
blockout and making progress on the textures.
angled view from the south end of the armoury. high bloom on the lighting.
blockout and making progress on the textures.
Ammo Crates
Weapon and armour crates/shutters
Moving Armoury holo-sign and lift entrance
Armoury with reinforced steel mesh and holographic windows.
lift entrance without the lift.
Weapon shutters
Lift with trigger, and holographic Hand scanner (BELOW)
more to come - progress on my arena (lower floor)
Level Design - Thracian Training Facility - security corridor/ office
Security corridor progress and assets
progress.
the security corridor through the window.
Computer desk with three computers and holo-keyboards.
Security Corridor Entrance
Security sign with lights.
more to come :D
progress.
the security corridor through the window.
Computer desk with three computers and holo-keyboards.
Security Corridor Entrance
Inside the corridor and the holo-window with security body check.
more to come :D
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