Game Art Blog

Game Art Blog
batman sketch

Friday 9 May 2014

Level Design - Thracian Training Facility - Decals

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

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 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.
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.


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.





 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.
Inside the corridor and the holo-window with security body check. 




more to come :D

Level Design - Thracian Training Facility Lobby progress

Lobby progress and assets
assets with no texture. and below that is the lobby with full assets and textures.






 holographic transit map.


 hanging flags with Thracian logo.

lobby sofa

view of lobby through security scanner.

lobby with more assets.

medical centre doorway and the end of lobby.


lobby roof texture.

lobby wall texture and security corridor entrance without scanner.
 security corridor entrance with scanner and sci-fi greek columns

lobby skylight.


wall texture

lobby in wireframe.

marble beam with spartan helmet.

 moving billboard, 1 of 3.

Holo-computer

holo-TV

holo-map of base. (map of omega from mass effect)

Plant Pots.

Reception area, desk and moving holo-reception sign above the desk.


stay tuned for the next post on the security corridor.
thank you for looking at my blog. feel free to contact me through facebook or twitter