Saturday, 6 September 2014

Age of Empires 3 mod

I spent of couple of days learning how to mod age of empires 3 and modelled some siege units. I decided to recreate Age of Empires 1 and have converted and created the units for the majority of the units using existing graphics.




There were no suitable existing graphics for the Siege units, priests and chariots.  So I decided to have a go at creating the siege units and have so far modelled and unwrapped the three siege units shown below. I decided I would use the original Roman word for classic as the title forth mod, which turned out to be classicus. Since Rome is one of the most well known empires of the ancient world and the main setting for the expansion "The rise of Rome" :)


As well as the 3D models and units, I've also began creating the first civilization but have ran into a few issues with the civilization I create being playable. Hopefully once I've resolved these  I can move onto creating the technologies and import the siege units for a playable release.
Thanks for reading,
-Andy

Friday, 29 August 2014

Lego - digital designer



Had some fun messing around with Lego's digital designer app that lets you create virtual lego models from almost any brick ever made. I decided to make a ghost vehicle from the halo series.You can download the program following the link below
http://ldd.lego.com/en-gb/

Below is the ghost I ended up creating with a few touch ups in Photoshop :)

Thanks for reading,


-Andy

Tuesday, 26 August 2014

Creative Assembly competition - Trebuchet progress 2

Nearly finished texturing and unwrapping, just have to create a specular and normals texture for my iron joints/bolts and fix a few minor UVW issues. Then I'll be looking over the assets and figuring out what more I can do add to it before putting together a presentation sheet for the competition entry. Below is a render of  the trebuchet.



You can find out more about the competition on the website here http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest

Thanks for reading,
-Andy

Monday, 25 August 2014

Creative Assembly competition - Trebuchet progress

Currently unwrapping and texturing the trebuchet and it is coming along well so far. I've created a seemless wood beam material with diffuse, specular and normals. I will be creating a sling net, rope and metal buckle textures on a seperate material once all the wood beam sections have been unwrapped. Below are two work in progress renders of the trebuchet.


You can find out more about the competition on the website here http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest

Thanks for reading,
-Andy

Sunday, 24 August 2014

Creative Assembly competition - Trebuchet

So I read about creative assemblies graduate art competition to create a game ready asset based on historical character environment or siege weapon and decided I'd give it a shot. I've been creating a classic medieval trebuchet. Work in progress renders shown below.



You can find out more about the competition on the website here http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest

Thanks for reading,
-Andy

Saturday, 23 August 2014

Rivets and rendering!

Today I went looked over some better ways to display model renders from 3dsmax and continued modelling the tank based on the Battalion wars concept art. I looked over some techniques which used a composite of 3 renders in Photoshop consisting of wireframe, ambient occlusion and diffuse.




I'm pretty happy with the results of the composite and will probably used this technique to show the vehicles high poly once the models finished. I'm going to continue modelling to add further details such as:
-antennas
 -ladder bars
 -attached field equipment (covers/fuel/ammo).

Thanks for reading :)
-Andy

Friday, 22 August 2014

Tank progress..

Fore those interested in seeing I've made further progress on the tank model based on the Battalion wars concept art. I've been looking over subtle practical details the original concept didn't appear to have as well as adding additional geometry and smoothing groups to remove most the visible the low poly edges. Below is the concept art I've used as a guide.

The original concept didn't have any grip for towing gear or rope ties for carrying equipment. I've fitting both the front and rear with two ties based on the Tow grips of photos found of the American M26 Pershing heavy tank used in world war 2 and the Korean war. This tank has a similar western origin with a similar purpose as the heavy tanks faction and design. Below is a progress render of the tank model so far. 


Thanks for reading :)
-Andy

Wednesday, 20 August 2014

Back to tanks

I've been ill again the last couple of days haven't been able to eat much more than two small bowl fulls of rice. So amongst my feeling too sick to sleep and illness I decided to start creating a new portfolio site and also made a start to my portfolio's first vehicle model. I've made vehicles before but only for small mods/indie games all of which have been quite low poly as most were for mobile devices or real-time strategy projects.

You can see what I've got so far with the new portfolio site at the link below.
 http://abishopart.wix.com/abishopart

Still very unfinished with a lot of placeholders but I'm happy with the general layout so far. As for the vehicle I've decided to make a high poly version of a Western tank from the Battalion Wars game series, it has a fantastic fun charactured artstyle. All the features are exaggerated and slightly cartoon. It's very similar to one of my favourite game boy games Advance Wars. Below is a piece of concept art for the Heavy Tank I've used as a guideline for modelling.


Below is a screenshot my current progress of the model in max. I'm hoping to make this model a strong portfolio piece and looking at spending about 40k tri's on the model. At the moment unoptimized it's currently stands at 22k.


It's not the first time I've made tanks before, last November I spent an hour each morning monday to friday making some low poly tanks for my a Unity game idea similar to battle tanks.


Thanks for reading,
-Andy


Saturday, 16 August 2014

Selesnya environment nearing completion

Made further progress on the interior props and lighting.  As mentioned in my previous post the project is an Unreal 4 environment based on concept art of the Selesnya Guild plane from Return to Ravnica : Magic the gathering. The world of Ravnica is a plane of existence made up from various cityscapes built around guilds of magical creatures and magicians. Selesnya is a cityscape which contains a faction of forested and plains based environments and creatures.


The interior of the building is now decorated with braziers and hanging banners.


Wednesday, 13 August 2014

Selesnya environment

Spent the last week or so working on a Unreal 4 environment based on concept art of the Selesnya Guild plane from Return to Ravnica : Magic the gathering. The world of Ravnica is a plane of existence made up from various cityscapes built around guilds of magical creatures and magicians. Selesnya is a cityscape which contains a faction of forested and plains based environments and creatures.

The cityscape is depicted in illustrations with gardens growing within allotments of grand clean classical architecture. Existing designs appear heavily inspired by both Greek and neoclassical architecture.
Existing concept art can be seen on the mood board below.

Below are some screenshots of the current state of the environment in-game.






Friday, 27 June 2014

Halo Evolutions - Heretic Wraith

I've been designing and painting a concept for Halo Evolutions. The concept is a Heretic version of the Covenant Wraith tank. I based my design off of the heretic alterations to the Banshee in Halo 2 and 3, the only custom heretic vehicles in the series.


You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Wednesday, 25 June 2014

Heretic

So I've been painting a sketch I started yesterday today of a character idea for Halo Evolutions based on the halo 2 and 3 Heretics. I was imagining the first Heretic, what the first Sangheli to defy the prophets might have been like.



The armour is inspired by the Arbiters metal armour and the Halo 3 heretic armour, which can been seen below.
 The Arbiter
Heretic
You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Tuesday, 24 June 2014

The gender gap in the game development community isn't how you might think it is.

Let me begin by saying I know this subject is a zombie dead pirate ship with a crew of clichés. But there’s something I really wanted to discuss about this subject, which rises up more than it appears to ever exist and that’s the approach and attitude people have towards raising awareness and creating actual change.

Unfortunately because most media articles are designed to grab the attention of the viewer and relate to their readers emotions they play out this fictional drama, which in my opinion has a negative impact on women in the games industry. I'm going to start off by discusses the benefits of raising awareness to a subject, then talk about the benefits of the actual content and the impact of such content.



So there are obvious advantages which come to raising awareness to a subject, in that support for the issue can appear more legitimate and people are more willing to acknowledge and discuss how to deal with the issue, even if they would otherwise wish to look the other way. I think most of us in industry have acknowledged the gender gap as an issue for a long time; it’s not only something that’s been a recent concern. It has been a rising concern with the increased numbers of women playing video games in general.

So do I agree it’s good to raise awareness to acknowledgement of the subject? No. Now before you ready your rifles carry on reading, the reason lies entirely on the content and approach you are raising awareness towards, it’s not important to simply raise awareness to something people are already aware of. What is important however is raising awareness to help create a community, which helps avoid this issue for the future. This brings me on to what I have to discuss about content.

The content and approach to dealing with the issue is far more important than just awareness. It doesn't help to remind people of something they’re unaware of how to improve and unfortunately most the content I have read and seen does very little to discuss how you can actually address the issues raised in the long run. I sympathise that this isn't entirely the media's fault, as the solutions aren't going to come from people who are only in the gaming or gaming media community. The real solutions lie in the game developer community.


Now before people start pointing fingers and gnawing away at game developers and companies let me make it clear. The game development community is exactly that, a community it’s not some hierarchical structure or dictatorship and it involves a lot more than the average person not involved within it realises. This is why I feel compelled to write and discuss about it, it’s something I've been part of and have been involved in online for 14 years.

You see people fail to address how people become game developers and get involved in the community in the first place. So let me start by mentioning the average person I know in a none QA role in industry has spent at least 4-5 years practicing to become a game developer. Many more have been part of the community for over 5 years like myself, it is a difficult creative community and industry and developers usually become part of it long before being involved in the commercial side of it. I mention this because is the point where people start to become game developers and this is the stage in which the problem people have with the gender issue begins. It doesn't begin in the job sector, it begins in people choosing to live the lifestyle of creating video games.

Being from the UK the best none video games example I can give is football, ignoring the physical differences involved in sports. If you’re hiring football players regardless of gender, you’re far more likely to interview more men. This is because their are far more men to choose from, who have likely played football from an earlier age. This mainly because the environment, community and male role models involved in football has developed this way and inspires more young boys to play football than it does girls, the only way you can address this if it’s an issue is for women to help contribute and build a community for female football players who can also become female role models for the future.  


If you are looking to create a more gender balanced community this is the place it must start, you can only unfairly alleviate the symptoms to create equal numbers from there otherwise. When those boys and girls grow up into awesome developers the only thing that should get them through their job interviews is what they’re capable of, there experience and their character.

The average person can have a great impact on both society’s perception of and supporting a community, just as they can be at tearing it apart. So I ask you before you throw you negative actions towards people you don’t even know, be considerate. Don’t intentionally go hating upon a community which isn't seeking you harm and if you’re a women come and contribute to it. After all isn't that what the people concerned want? If you want the issue to change, that is what it will take.


Monday, 23 June 2014

Halo Evolutions - Forerunner structure 2 and scenery

This morning I've started the day by modelling a second forerunner building based on the building from the Halo 3 map Valhalla. I've also modelled a forerunner wall and some trees.

Below is the Halo 3 screenshots I used for reference to base the building on


You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Sunday, 22 June 2014

Halo Evolutions - Forerunner Structure

Starting working on some forerunner structures for Halo Evolutions to go with the other snow/ice environment assets I've produced. 

This first forerunner structure is based on the Halo 3 campaign level shown below. 

You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Saturday, 21 June 2014

Forerunner practice

Spent an hour and half practicing modelling some forerunner architecture

The architecture pieces are based on the piece of concept art below by Frank Capezzuto.

Friday, 20 June 2014

Halo Evolutions - Banshee

I've modelled the Banshee, which is the covenant factions main recon/combat aircraft for Halo Evolutions.

You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Thursday, 19 June 2014

Halo Evolutions - Turrets

Today I've been modelling two turrets for the covenant factions of Halo Evolutions. The first turret is an Anti-Infantry ground turret and classic one from the original halo game.


The second turret is an anti-air gun based on the new turrets introduced in Halo 2 and 3.



I also created some more environment assets the other day for the snow/ice environment assets 


You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Tuesday, 10 June 2014

Halo Evolutions - Shadow and Scenery

I've created the Covenant Shadow vehicle, also know as the Covenant bus. The vehicles is used as an APC to transport vehicles or troops around during the invasion of the cities of earth in Halo 2. 

I've also modelled and textured some assets for a snow environment, as I'd like to create a multiplayer map inspired by the classic Halo 1 map sidewinder and the halo 3 remake avalanche.
You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Friday, 6 June 2014

Halo Evolutions - Ghost

Created another vehicle model for Halo Evolutions. This time I modelled a Ghost, which is light hover bike vehicle for the alien Covenant factions.

I also created the Anti Air variation of the Wraith tank I modelled yesterday
You can find out more about the project following the ModDB link below
Thanks for reading,
-Andy

Thursday, 5 June 2014

Halo Evolutions - Wraith

Today for CnC3 - Halo Evolutions I have been requested to work on some of the Covenant units as well as environment assets and have spent 2-3 hours creating the model for a Covenant Wraith tank. I will also be creating an anti air artillery variant of the tank and possibly be creating damage stages to it similar to the buildings shown yesterday.
You can find out more about the project following the ModDB link below

Thanks for reading,
-Andy

Wednesday, 4 June 2014

Command and Conquer 3 Mod - Evolutions


So I've decided to start contributing environment assets and level design towards a command and conquer 3 mod called Halo - Evolutions, which can be found here http://www.moddb.com/mods/halo-evolutions

I'm a big fan of the halo series and spent 6 hours yesterday playing Halo CE with my house mate. I really enjoy modding halo games its one of the first shooters I created content for, it's a shame the newer version never came to pc. Anyway I've been creating buildings for units to take cover in based on various Halo concept art. The buildings require 4 transitions between being in perfect condition to being destroyed and uninhabitable.

Below are the destruction transitions of the first building I've created.


Here are some extra taller pieces I've created to use whilst creating the next building asset

Sunday, 1 June 2014

Finally finished University

I've finally finished University and began developing some plat-former games. I've reorganised my blog ready to post more regular updates now I'm now longer maintaining and writing lots of university assignments. University has gone really well I'm got a strong chance of graduating with a 1st class honours depending on my group work grades. Something which also went really well I worked tirelessly to make sure the game was well documented for the hand in and it had enough environment art textures.

The game ended up winning an internal vote of being the best out of the 12 teams this year and will be put forward sometime during the summer to an indie game site by the University. The university will also be showcasing my environment art across their new website and my dissertation won 2nd in games modelling during the GradEx event, which I'm made up about.

I've been working on two plat-former projects, the first is an Unreal Engine 4 game called Trousers 2 and is a 3D sequel to a game previously made by my college Leon Field;  you can play the original trousers game following the gamejolt link below
I've been focused on creating environment art for Trousers 2 as opposed to script or level design, as we port across and reinvent the original game content.

The other project is a 2D plaformer adventure game I spent an evening creating pixel art for then begin creating the game framework in c# Unity2D yesterday. I'm using the project to further my understanding and practice with the language and to have fun making my first complete in web browser game, which I will be posting my company website in the near future.



Thanks for reading
-Andy

Tuesday, 18 February 2014

Landsiege update

Funny error in naming choice, I thought the it was Lansiege and Ben actually suggested Landsiege so we've stuck with the latter. The logo has been revised further.

I greyboxed out various designs for the first vehicle and after further brainstorming with Ben we've settled on developing this bike concept.


I've also been working on some more tree environment models which I will post at a later date. I've sculpted a normal for one of my high resolution bark textures, which is surprisingly made from a macro shot taken on a phone camera in 2010. The day and age we live in never ceases to amaze :P below is an example of the texture in engine on a test mesh.


The weapons for the infantry required reloading so I've created a reloadable weapon class which still requires some more debugging but I should hopefully have it up and running soon enough. Also need to learn how to reference animsets in Uscript for the reload pause.


Monday, 17 February 2014

Lansiege

Hey readers,

Been working on a small vehicle ctf game this weekend with my good friend Ben aka OneWingedAngel. Who who works on 3 vehicle indie games based in the Command and Conquer universe. I've set up the basic game in UDK and been creating environment assets and setting up the first level.




Ben's working on the first vehicle which will be a sci-fi trike which can speed boost. :)

I've also sculpted and started compositing a tileable texture for my dissertation project.