tag:blogger.com,1999:blog-42168625741586583012024-03-05T12:17:40.437-08:00-Blog-StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.comBlogger71125tag:blogger.com,1999:blog-4216862574158658301.post-87222346657288700222016-07-10T06:37:00.001-07:002016-07-10T06:52:43.052-07:00Evolutions update3-4 months and no post, I've been really busy working on 4 projects outside of work. I didn't want to post up snippets of projects as opposed to workflows. Outside of work I only have about 5-10 hours a week to get stuff done and among the 4 projects and various other things that time soon disappears quickly.<br />
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<b>Evolutions:</b><br />
So I've learn't the command and conquer 3's build of Worldbuilder editor and been working towards getting a nice looking map setup for the public beta release of Evolutions.<br />
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I started off by blocking out the rough layout for the map and building a series of human Meshes to go with the scenario idea; Defending a UNSC power station from covenant built in an arctic environment. I created 7 environment assets based on Halo 4's Multiplayer map set in the same setting.<br />
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Then i began adding detail with the Snow Environment props I created previously.<br />
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I then decided to go back to drawing board and figure out what I could create to make the map a more convincing artic/snow environment. I looked over some of my favourite Ice envrionments in games and from Icewind Dale's art especially.<br />
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I created a piece of concept art to figure out what I could do, drawing and photomashing over a screenshot of the level.<br />
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Once I was happy with my concept I moved onto creating the new art needed<br />
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I've added the meshes into the current build of the level.<br />
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I've also been making progress with graphics and designs for some of the default Heretic faction units designs.<br />
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Thanks for reading,<br />
-AndyStormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-2945979737231284602016-02-13T07:57:00.003-08:002016-02-13T08:01:40.686-08:00Environment art for Evolutions<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">I've been creating Arctic themed environment assets over the last month for the Command and Conquer 3 total conversion mod I've been involved in for the past couple of years <a href="http://www.moddb.com/mods/halo-evolutions">Evolutions</a>. </span></b><br />
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<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">I've created a set of 8 tiling materials for use when painting the terrain in worldbuilder (map editor).</span></b></div>
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<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339" src="https://lh4.googleusercontent.com/7YjwiynAdcv47JOeP-dUsOxTAdSvm8jLSyoYQmZBqDp6zlLeDVKfIvnbsJmm-AwRogpXRE842FifXO0yvMMXavmozmQPCO8d2UbEWqGe4by_msGRnD52v7xOx805YODPZCgC47Ue" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602" /></span></b></div>
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<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Created some cliff and frozen glacier meshes<b>.</b></span></b></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339" src="https://lh5.googleusercontent.com/ro5_t-pBBQqddC1Vyp-RlL9WgN1yDSuYRfLysKkt2fwJMT6V9MckBNAFI8Am2HqEFlzskV64kmwHzPGeEHDjkrrGMhY6RXqVMqkgvh_QWKvMWIPyGydJjHbyZo8ALCDvfol1TjND" style="border: medium none; transform: rotate(0rad);" width="602" /> </span></div>
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<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><br /></b><span style="font-weight: normal;">I've also begun making forerunner structure to decorate the environment.</span><br />
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<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339" src="https://lh5.googleusercontent.com/rG7lQLJJk6DnpmwFPWnarwE7oe_rlY0iWV2TwUYI6HV143byq3WQzLz0tkfhL_pPRhdn-MuQoRcjavDCD4y15mGprExSinxppVskmerRNMoOcX8eXm47VXZ3qJ8YPwLXr41KTxnB" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602" /><br /></span></b><br />
<b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339" src="https://lh4.googleusercontent.com/iwFmXp6Qg8oysm4ruRfzRjPruQQIChHUjUU0ok94bDm7OJYiRDQa7jC9MUU1ugPpoq6YwPgtsXRjcfP74MZxcy3E1OC74KdyoKYL_lKROAuTKQQvQs9NnVEDtZNS7yVPfb_BvSFm" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602" /></span></b><b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><br /></b><span style="font-weight: normal;"> </span></div>
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<span style="font-weight: normal;">as well as a frozen water fall feature</span><b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><b>.</b></b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTchIZhD5jBX7v2vb95BWREwTK9rREXwCnp14OC_QSvvJ4i9wGmiv8TagWSLAyneIl_t7grZQYEHoPGPoojdVfk1cbPtgsxzMZw3UniSgqvefSIiP7uQ1AccKLWf5xbACMEFbMZIcTAR2Z/s1600/WaterfallA_wip2_wire.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="378" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTchIZhD5jBX7v2vb95BWREwTK9rREXwCnp14OC_QSvvJ4i9wGmiv8TagWSLAyneIl_t7grZQYEHoPGPoojdVfk1cbPtgsxzMZw3UniSgqvefSIiP7uQ1AccKLWf5xbACMEFbMZIcTAR2Z/s640/WaterfallA_wip2_wire.png" width="640" /></a></div>
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<span style="font-weight: normal;">You can find out more about the mod on the ModDB page:</span></div>
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<a href="http://www.moddb.com/mods/halo-evolutions"><span style="font-weight: normal;">http://www.moddb.com/mods/halo-evolutions</span></a></div>
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<span style="font-weight: normal;">Thanks for reading,<br />-Andy</span></div>
<span style="font-weight: normal;"> </span><b id="docs-internal-guid-83818000-db4e-6ce0-a5be-6715e4083aa3" style="font-weight: normal;"><b> </b></b>StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-8932651503812837442016-02-07T16:30:00.000-08:002016-02-07T16:38:35.413-08:00Global Games Jam 2016<div class="separator" style="clear: both; text-align: center;">
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Amazing turn out at the final global games jam hosted at the Stafford
campus at Staffordshire University. Over 400 participants comprised of
industry professionals, alumni, current students and college students.</div>
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Our teams work space during the Jam in the Epic games labs.</div>
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Renn and Nic starting to brainstorm their game idea.</div>
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Jason jamming in his music corner on the left and ricardo playing guitar on the right :)</div>
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Nice reunion with old university friends</div>
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The team playtesting our game </div>
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Vix interviewing college lecturers with her Camera Cannon :D</div>
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Other games jammers playing our game </div>
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Some shots of a friends team in the F labs </div>
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Enough photos, you can check out the game our team made by watching the video below. The theme for the Jam ended up being ritual and our team decided to make a game about feeding sacrificing chickens.<br />
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<a href="http://globalgamejam.org/2016/games/sacriflate">http://globalgamejam.org/2016/games/sacriflate</a></div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/VfHBw96Py3Y/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/VfHBw96Py3Y?feature=player_embedded" width="320"></iframe></div>
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You can also find out more about the Global Games Jam event here:<br />
<a href="http://globalgamejam.org/">http://globalgamejam.org/</a><br />
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Thanks for reading,<br />
-Andy<br />
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-71817156026217184952015-12-28T19:39:00.001-08:002015-12-28T19:40:49.897-08:003dsmax with a tablet PC using ArtdockDuring my Christmas holidays Ifigured I would spend a couple of hours trying 3dsmax on a tablet PC. Using a nice little autohotkey app called ArtDock, if you have a windows tablet you can find the download at the link below<br />
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<a href="http://konartist3d.deviantart.com/art/ArtDock-283342420">http://konartist3d.deviantart.com/art/ArtDock-283342420</a><br />
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I was surprised at how quickly I adjusted to not using a mouse and keyboard to software like max, but because most hotkeys aside from shift are on the side panel I barely missed either. I spent a couple of hours modeling a metal slug tank<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLP61JLCIfKg02y7Qi0aGRETX4avKJBlezsimUVGVi5H2ioiMLjANSy2utrEK4gjVxd_5MSIVc9YU3vdg3RnAOevm0y154u_bIu0QznyErR2nFyKNe2VYvwX2jhF37YTyD7KRwWhf5fodZ/s1600/tankwip3v2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLP61JLCIfKg02y7Qi0aGRETX4avKJBlezsimUVGVi5H2ioiMLjANSy2utrEK4gjVxd_5MSIVc9YU3vdg3RnAOevm0y154u_bIu0QznyErR2nFyKNe2VYvwX2jhF37YTyD7KRwWhf5fodZ/s320/tankwip3v2.PNG" width="320" /></a></div>
The whole process of only using a tablet stylus in max has left me wondering if its worth switching back to using a mouse which is quite clunky for navigating 3d space. StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-22383354551531709752015-12-09T11:26:00.002-08:002015-12-28T19:17:19.471-08:00Impact of graphic design decisions in Video games<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"></b><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">This short article is designed to both inform readers of the basic impact of graphics decisions have to the player and help them make graphic design decisions for their games. It will not cover skills related to art style or technique, but instead focus on the rational decisions which go behind the art decisions of a game.</span><b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"></b><br />
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<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Our eyes view images in an order, the rules which influence this order is know as Composition.</span></b></div>
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<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339px;" src="https://lh4.googleusercontent.com/RXxOLVnDxZmSTyQ_9dhEv9Ea2s5EGL0VYMT1O6W2fYYk4Ch3vAaZaJxYjdbeQTA5TI0ASUn8OYR_BP5ald6YSY9nxgDJlpJcd_yx8whiZ9nBUxvryCc_gZjKlDL9fu29tDPjZHiS" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602px;" /></span></b></div>
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<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Deliberate choice in value ranges will make any art read well, from simple boxes and circles to complex paintings. It is important you are carefully considering how the black and white values in your image affect how easy it is to distinguish the difference between Actors props and Depth.</span></b></div>
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><br /></b>
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<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The example above on the left shows an example of boxes being used to construct an environment one with clearly defined value ranges for foreground, midground, background and the player. The other to the right shows the same scene with ranges which aren’t clearly defined.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">It is important you use this knowledge to create both the illusion of depth and highlight actors in your games environment should be easy to spot/identify. A good rule of the thumb is to have the main actors and creatures have more contrast than their surroundings to visually aid the player of the choices and threats which surround him.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">This rule applies to similar to: Complexity of Shape/Silhouette, Scaling of Details and colour. But is best demonstrated with black and white values as they show the impact the clearest.</span></b></div>
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;">
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<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Below is an example screenshot taken from the popular MOBA game League of Legends. An experienced artist will be trained to view each individual aspect of the scenes art. Values, colour, scaling for details, Shading complexity etc.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339px;" src="https://lh3.googleusercontent.com/fqZ790ohldbsJlQ3cb42WUCWeffRUrxoqPeFs-E3Zv3xBN6DP91e2S33-qHxUWomvCWWqASXYydS_VtDkwo3pwqqVRyWg4bvP4Bc1W5rnIQ_RbovuWTJfKsfBJsSOFNLNgCS-iav" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602px;" /></span></b></div>
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<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">You can views these aspects of a games art individually using tools such as Photoshop. The example below shows the scene in black and white values without any colour. You can now more easily view how League of Legends uses Values in there game.</span></b></div>
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<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339px;" src="https://lh5.googleusercontent.com/HRARlZ4_G3Zf76jChlc3A8Ve61cLX49wc2qjzjuYlYy2JGQKS9o7lKJBfN4pNDas266XcsXlngeRPOlem21viARFZLi6e06n4nuJtAm401cx8uo2R31qQhI4cQeUlPkcQlrbRCZU" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602px;" /></span></b></div>
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;">
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<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Players faces, Health bars,UI and edges of the Lane/Map have the Darkest Values and highest range of contrast, which aids the player by encouraging their eyes them to view these first. The next example shows the screenshot with only 10% of these black and white Values showing emphasis on what role colour plays in the game.</span></b></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="310px;" src="https://lh5.googleusercontent.com/TwZzyiHu6wblsxeEpyd4qlK38niPR25re0AN4lYZxInqQz1AzcfgymP1ZUyd0Ijcmj08OHJHhgYf41QQtFmByz2YMc0DaqndhB1bnchm9pYQdYyXttxcog-DdOrzMXLql0X20RH4" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="551px;" /></span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">As well as the players teams Blue and Red. These are the least common colours amongst the environment which mostly consists of greens and subtle browns. When viewing the environment these colours attract your attention more reflecting their importance to the player. </span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Also notice how health bars are kept in these colours outside of the UI because they are easier to read amongst the green environment and reflect the units team colour.These decisions in colour contrast retain their importance regardless of the chosen colour for the environment or teams, it is the relationship the types of actors/assets art have with one another which improve the game's visuals.</span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="312px;" src="https://lh3.googleusercontent.com/a5UqwIvDSLPiRfsTNNAxEew6oqFy2dyiZTH64K9byDWWZ4bf5wbSpy9KXmxbo4JmrMHLxmp0lxAQLbYz3CjhTMJ16JXHtg06LIt9VJQqx3grztNYvFx6X_qPd5TwCljn4TT2jktm" style="border: medium none; transform: rotate(0rad);" width="555px;" /></span></div>
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Similarly when the Black and Values are inverted the relationship the assets share with one another still apply. It’s the consistent relationship the art decisions have together which affect whether they read well or not.</span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><img height="339px;" src="https://lh3.googleusercontent.com/X_Qwy6OzCuTNa3pK2HazDrOFzLHhuB8KFOE_YVHro7_6-h01nxv-H6YyFMFVWM1ph5zD4aOkgnFW5eEvjqjDP-ch3hMR0e7WER0tlQiN4bOHIIHhLDLr2nCXoMSV42BxFGDmtjUb" style="-webkit-transform: rotate(0.00rad); border: none; transform: rotate(0.00rad);" width="602px;" /></span></div>
</b><b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
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<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">As with all game art, it is game specific as to how these decision should be made. But in understanding the decision you can make with your art, will greatly improve its effectiveness of the course of any project from prototype graphics in a games jam to High end triple A development.</span></div>
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span></div>
</b><b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;">
<span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">When judging and creating your art, you must consider how each assets will read on screen in-game and in which order of importance they should be read. From there you may make intentional decisions as to how you may adjust or create the art assets to complement the overall graphic design of the game.</span></b><br />
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></b><span style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Thanks for reading,</span></span><br />
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<span style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-Andy</span></span><b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></b><br />
<b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></b><b id="docs-internal-guid-db548932-8830-b3ae-bb55-ff314140976d" style="font-weight: normal;"><span style="background-color: transparent; color: black; font-family: "arial"; font-size: 14.666666666666666px; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></b>StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-74826326989108879972015-12-02T22:34:00.004-08:002015-12-02T22:46:18.224-08:002015 - UpdateIt's been the longest pause since updating my blog since starting it 4 years ago recently. So I thought I'd come back here and make a new post updating anyone interested in what exactly has been happening in my life over the last 8 months in terms of game development.<br />
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Firstly, I'd like to start of my mentioning I finished up and released the UT2004 map shown in my previous entry and couldn't be happier to say it was featured on <a href="http://ut2k4.gamebanana.com/maps">gamebanana.com</a> and has been downloaded over 200 times in the last 3 months from the site. Check out the link below :)<br />
<a href="http://ut2k4.gamebanana.com/maps/187234">http://ut2k4.gamebanana.com/maps/187234</a><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIJ79biCDY4lJYxgoDaZgUfXeTH7lSJLDLA6LZo0N6X6efOwRwAMizhaWSFj0PLpIsry4RU0I61c3V2Vw2DDjTsPQAmza3c7NKmPQAiNuSgxsWMgIRpT4ZceMbvIzSqe7bDXjnWLdHWhew/s1600/newskydome.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIJ79biCDY4lJYxgoDaZgUfXeTH7lSJLDLA6LZo0N6X6efOwRwAMizhaWSFj0PLpIsry4RU0I61c3V2Vw2DDjTsPQAmza3c7NKmPQAiNuSgxsWMgIRpT4ZceMbvIzSqe7bDXjnWLdHWhew/s320/newskydome.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigeXAnMl3GHvS1TT2FBvlZKbLWlqgI6jKkhqYQ7dePjxaF5JFCOUamJK2qgBPzzVxyiPsCXNpNAX_Ar5c5GBcXTXJUWc0St-KnOdvfpDEbgE9q7ZNZEgwQQAJ10CmtlFRzLquVsX18iChL/s1600/Shot00029.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigeXAnMl3GHvS1TT2FBvlZKbLWlqgI6jKkhqYQ7dePjxaF5JFCOUamJK2qgBPzzVxyiPsCXNpNAX_Ar5c5GBcXTXJUWc0St-KnOdvfpDEbgE9q7ZNZEgwQQAJ10CmtlFRzLquVsX18iChL/s320/Shot00029.png" width="320" /></a></div>
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Using little more than hand-painted and sculpted diffuse textures and vertex lighting, I have created an environment i can be proud of in Unreal Engine 2.0 one of the very first, first person shooter games I've ever modded. It has been quite nostalgic and I am continuing to do more art to help further sustain this classic FPS title. It has reminded me the quality of art still and always will depend upon our artistic ability above any technical constraints and innovations in game engine tech.<br />
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As mentioned I have began creating some new content for the game and will be slowly building it over the next year or two in my spare time. I have also began work on a new project which has yet to see any public screenshots which i will be discussing more in the near future. One which has kept me rather busy with 3d art over the past 6-8 months along side my Job at Psiclone games.<br />
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This brings me onto the second thing I would like to mention, I'm now working full-time as a game artist amongst the gambling sector creating the artwork for Retail/Casino games since early April this year. The jump to a secure salary and full-time position has been quite a huge one in my career and I've learn't an abundance of new skills using Autodesk 3dsmax, Adobe After effects and Photoshop. Something which i intend to make great use of in the coming year on my next project "Army of Acorns".<br />
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I will finish up this post by showing a screenshot of some of the assets in the works for my new project and a piece of work in progress concept art. :)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhKBOTI6e8D8UeCrnK5y40pzbPNkfcYol9xpPvGVM6PRTObInYKGg2l4LAxV1-3-HYCJu0j8g3qOCBmN2w8AxuayC8LD5fxLXDwBQss_mHPhfiGCwU1zl7U6-B7Unb6CCHYMUI1oXbDhdX/s1600/AoA_ConceptArt_Wip.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="122" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhKBOTI6e8D8UeCrnK5y40pzbPNkfcYol9xpPvGVM6PRTObInYKGg2l4LAxV1-3-HYCJu0j8g3qOCBmN2w8AxuayC8LD5fxLXDwBQss_mHPhfiGCwU1zl7U6-B7Unb6CCHYMUI1oXbDhdX/s320/AoA_ConceptArt_Wip.png" width="320" /></a></div>
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Thanks for viewing,<br />
-Andy<br />
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-28025340297313251282015-02-28T05:49:00.002-08:002015-02-28T05:49:55.415-08:00DM-Crater wip 3Hey guys,<br />
<br />
Quick update on the progress I've made during the week on my handpainted/sculpted deathmatch map for Unreal Tournament 2004.<br />
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I'm currently sculpting the bark texture at the moment, I'm quite happy with how the maps turned out so far, I've just started working on the skybox and looking at reference for ideas as to what i can add to it. So I've been looking at clouds, planets and starts etc.<br />
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Thank you for your time,</div>
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Andy</div>
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com2tag:blogger.com,1999:blog-4216862574158658301.post-20802536901967966182015-02-24T04:49:00.002-08:002015-02-24T12:14:56.650-08:00DM-Crater Wip2Hey guys,<br />
<br />
Just a quick update on the DM-Crater map from my previous <a href="http://stormandy.blogspot.co.uk/2015/02/hey-guys-ive-started-working-on-new.html">post</a><br />
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The trees and some of the foliage are finally in awaiting textures and I've added some nice orange glowing bases for all the weapon spawns.<br />
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I'm currently sculpting some rune stones to add outside near the cave entrance and in the caves interior by the bio-rifle.<br />
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Thanks for reading,<br />
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-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-16624249546498402132015-02-22T05:58:00.001-08:002015-02-22T06:47:30.208-08:00DM-CraterHey guys,<br />
<br />
I've started working on a new Unreal
Tournament 2004 map on Friday. Its a small 2-8 player deathmatch map,
I've been keeping this one pretty small so I can really polish the
visual for my level design portfolio. I've been looking at some of my
old concept art and some of the new World of Warcraft art for
inspiration.<br />
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Some of the references I've been looking at for ideas are:</div>
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This piece of environment concept art I made couple of years ago</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUbnuy0W1DTDII9GWS3dvvVXxiAxS1pV6AtKVM5lbONQQjAvcIlIEyyFNl6dGDDo-NJAx3it5sEOoAd8VVLOY_6_AuvHIGwOxL_kqoK6PSYYrXxItDwUqnAk6oljUxHxvGP0sZPVXp6mRs/s1600/Lunar_WIP4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUbnuy0W1DTDII9GWS3dvvVXxiAxS1pV6AtKVM5lbONQQjAvcIlIEyyFNl6dGDDo-NJAx3it5sEOoAd8VVLOY_6_AuvHIGwOxL_kqoK6PSYYrXxItDwUqnAk6oljUxHxvGP0sZPVXp6mRs/s1600/Lunar_WIP4.jpg" height="99" width="320" /></a></div>
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These screenshots from the new World of Warcraft content</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbFXIi4henxqS4dMOzdV0TBX25gVAvRfEdjdjoxMGNrqD34WGo1bXudQoJ50okKOA4Tu5hA2hj4RXHgZsXdhnbx9525VMy421r0ZridKbu7LVCR_fVioOglN_fX7Si0P3LXrXxPIuM_uki/s1600/B6SXOIs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbFXIi4henxqS4dMOzdV0TBX25gVAvRfEdjdjoxMGNrqD34WGo1bXudQoJ50okKOA4Tu5hA2hj4RXHgZsXdhnbx9525VMy421r0ZridKbu7LVCR_fVioOglN_fX7Si0P3LXrXxPIuM_uki/s1600/B6SXOIs.jpg" height="180" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX8LAus87No1edGjWMiWgYynDlv0qt0YaKa5NTh6hkrdVWkwA4aJEHUzJC7I_O6tbAwlQaKmhwu-tOJDXvsQ09hpSGRFzZeErLFI3624FKUv2SORTvXCk44OQOlVwhRNe53hJVUCcNrWT0/s1600/The-Crystal-Hall.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX8LAus87No1edGjWMiWgYynDlv0qt0YaKa5NTh6hkrdVWkwA4aJEHUzJC7I_O6tbAwlQaKmhwu-tOJDXvsQ09hpSGRFzZeErLFI3624FKUv2SORTvXCk44OQOlVwhRNe53hJVUCcNrWT0/s1600/The-Crystal-Hall.jpg" height="242" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR1nKe6iLSZRXNDmVaKpfjoV7WE4pRHlmiG-LfdJ0LEhdLKLXlB_VaL2SEh1pZbGOnZqZjzvRoMYuXvaOSzz4m6IrGUdFrYaIgcfZv-FUsxwatTYxsFADiHuahRfSmQ2FvBZwMyIKG4oNn/s1600/yLZoe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR1nKe6iLSZRXNDmVaKpfjoV7WE4pRHlmiG-LfdJ0LEhdLKLXlB_VaL2SEh1pZbGOnZqZjzvRoMYuXvaOSzz4m6IrGUdFrYaIgcfZv-FUsxwatTYxsFADiHuahRfSmQ2FvBZwMyIKG4oNn/s1600/yLZoe.jpg" height="200" width="320" /></a></div>
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As well as mostly spiritual inspiration from the mood of the level The Truth and Reconciliation from the original Halo game.</div>
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<a href="http://img2.wikia.nocookie.net/__cb20090604233356/halo/images/f/fd/Truth_%26_Reconciliation.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://img2.wikia.nocookie.net/__cb20090604233356/halo/images/f/fd/Truth_%26_Reconciliation.jpg" height="240" width="320" /></a></div>
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I'm currently designing some foliage for the map and looking at different types of props i could use to improve the visuals. I'm considering making blue glowing rune stones for decorating the cave and orange ones as a base for all the weapon spawns.<br />
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The map is will also have a lot more cover when I add the 7-8 trees in engine based on my original layout design.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgubKU1trkFM-7d8hEZe2AgtSMcqsrtSdby2n3a-uFcL9jpZ98xCtn4k3Onepk3SpeqYGSlZJYdaYYJyY9UYe2rHdmnMM40i61yd1Hc7FoT-yrXm_YrOd9Tt3ZXG6ZIG9GBTBMEPB88mfhq/s1600/CrateLevel_wip4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgubKU1trkFM-7d8hEZe2AgtSMcqsrtSdby2n3a-uFcL9jpZ98xCtn4k3Onepk3SpeqYGSlZJYdaYYJyY9UYe2rHdmnMM40i61yd1Hc7FoT-yrXm_YrOd9Tt3ZXG6ZIG9GBTBMEPB88mfhq/s1600/CrateLevel_wip4.png" height="190" width="320" /></a></div>
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Thanks for reading,</div>
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-Andy</div>
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-33619072355949766702015-02-18T08:28:00.002-08:002015-02-18T16:16:33.614-08:00DM-Crushbone - Cliff wallsAfter chatting with my brother about the map I gathered some reference for cliff walls then sculpted and modelled a cliff mesh to use for the map.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTqocurBouLXSBDof7UjA5_zebiMyBGE_u0ZMP7rsLO7cTuSMitDqPChT2p49RBQv9a4Mps3UG-7et0YmopuWV4XeGd8Aizn7l-3ByEzSwYRM7hZH0XPio0SjCKA7fOiXLXROTjNXI4s5K/s1600/cliffmesh.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTqocurBouLXSBDof7UjA5_zebiMyBGE_u0ZMP7rsLO7cTuSMitDqPChT2p49RBQv9a4Mps3UG-7et0YmopuWV4XeGd8Aizn7l-3ByEzSwYRM7hZH0XPio0SjCKA7fOiXLXROTjNXI4s5K/s1600/cliffmesh.png" height="298" width="320" /></a></div>
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The sculpted texture was base on vertical layered rocks found in places such as the grand canyon or in cliff forest areas where the softer rocked had more easily eroded leaving sharp inclines of this type of layer rock exposed as a surface.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJlgYv-Lem_dBMT5ypDbn06x2pIxM-qDkbGkkcEp0iW9d5_Djsk2F4G7rQxghPE9znM8KBYVno9KvNNAHvmwtn0kh_ep2YgaJScZc0EkppjEkN7Aid-ZZVrf6rLruxU464bmzveoB91wd2/s1600/Grand_Canyon_Toroweap_(2).jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJlgYv-Lem_dBMT5ypDbn06x2pIxM-qDkbGkkcEp0iW9d5_Djsk2F4G7rQxghPE9znM8KBYVno9KvNNAHvmwtn0kh_ep2YgaJScZc0EkppjEkN7Aid-ZZVrf6rLruxU464bmzveoB91wd2/s1600/Grand_Canyon_Toroweap_(2).jpg" height="240" width="320" /></a></div>
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I'm currently decorating the level with the cliff mesh shown above.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgWt1FaX6Mey2xwJU5H9CNXCJPthg9F3Jv_cFjA3J2RwKmcvUejlP4QAJIi7QFoPlcZVz6GCO_F5f6M85OkCaomw5i7Y2_HwRkzkU5SNYXSkvSU0vuJo7rRCqjkjh_7jjhOuZemuYw85aS/s1600/Shot00008.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgWt1FaX6Mey2xwJU5H9CNXCJPthg9F3Jv_cFjA3J2RwKmcvUejlP4QAJIi7QFoPlcZVz6GCO_F5f6M85OkCaomw5i7Y2_HwRkzkU5SNYXSkvSU0vuJo7rRCqjkjh_7jjhOuZemuYw85aS/s1600/Shot00008.bmp" height="180" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUwycNnIycD6I6iE-3SWYsZgtVeza2UenkFPZnGSWLkhuZBZArmE4KBoJCgx2RiMYVP_vcDCsaDYsref-WYT5PXNou7izEAFBY69vwmrq2pCVitPC0AIQb-DVEW_lp-LSjXP76myLBMJ8J/s1600/Shot00002.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUwycNnIycD6I6iE-3SWYsZgtVeza2UenkFPZnGSWLkhuZBZArmE4KBoJCgx2RiMYVP_vcDCsaDYsref-WYT5PXNou7izEAFBY69vwmrq2pCVitPC0AIQb-DVEW_lp-LSjXP76myLBMJ8J/s1600/Shot00002.bmp" height="180" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuuEkhGKE4MInctOkgkg35W3gLWwAmLwZeQ7BACK686cGYCP1W3mNDUBdAD3obWWIDdOZNmRxD_-0u1md4mRd7JQ2CCTxlcAv-5DmAVufb3CGFT4pQ9S98oanf9RJIkTcxu-8DtGagA7Rj/s1600/Shot00003.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuuEkhGKE4MInctOkgkg35W3gLWwAmLwZeQ7BACK686cGYCP1W3mNDUBdAD3obWWIDdOZNmRxD_-0u1md4mRd7JQ2CCTxlcAv-5DmAVufb3CGFT4pQ9S98oanf9RJIkTcxu-8DtGagA7Rj/s1600/Shot00003.bmp" height="180" width="320" /></a></div>
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Thanks for reading,</div>
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-Andy</div>
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-61170559323763246772015-02-08T06:04:00.002-08:002015-02-08T06:07:56.883-08:00Everquest UT2004 maps - more textures and UV fixesI've created some more textures using 3D and 3D sculpting for the Rock, Marble rock and grass in the scene. I then i had to spend a significant amount of time fixing and creating all the unwraps as all the texture warp on the ground/walls was incredibly noticeable with decent 512 and 1024 resolution textures.<br />
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Heres a screenshot with the original 64x64 Everquest textures<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXLzlolroW-VlNkTMQB7Hxsyrqgga4jI0cqiDgjS8BHpDqRO2NYzM7UZg2M3bSFOvIo4BMwnqp4ulDV3l6z4zyfQ7n2-5Jtqh50evCo69QWCYjnHKKZyKR4xvQz4Rxy7v35Rivz36aDU2x/s1600/Crushbone_15.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXLzlolroW-VlNkTMQB7Hxsyrqgga4jI0cqiDgjS8BHpDqRO2NYzM7UZg2M3bSFOvIo4BMwnqp4ulDV3l6z4zyfQ7n2-5Jtqh50evCo69QWCYjnHKKZyKR4xvQz4Rxy7v35Rivz36aDU2x/s1600/Crushbone_15.png" height="191" width="320" /></a></div>
and here is a screenshot with my 512 grass and 1024 rock texture.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0WZg8r6JRE846Wf2drBChJiqMctLtPFmGsnAI-47M9qGmf1Uy94mcMXmzOkeVhDA7uKvbTwtcr7LPLkTRYDchjzR_3_JeN4PrEepQ3RArO4YzYrdtopBXxJyMjo9NhivAYEVpEi22zQ0v/s1600/Crushbone_17.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0WZg8r6JRE846Wf2drBChJiqMctLtPFmGsnAI-47M9qGmf1Uy94mcMXmzOkeVhDA7uKvbTwtcr7LPLkTRYDchjzR_3_JeN4PrEepQ3RArO4YzYrdtopBXxJyMjo9NhivAYEVpEi22zQ0v/s1600/Crushbone_17.png" height="163" width="320" /></a></div>
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It's been quite fun trying to retrofit this old scene but there's only so much I can do before it starts to loose its appearance, I'm going to finish up with the wood textures and move on from the map soon.<br />
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I've started creating a new map inspired by the Legend of Zelda: Windwaker using some simple hand-painted textures painted directly in Photoshop not using any sculpting at all. Below is an unlit screenshot of the scene in 3dsmax.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZyOu96Rheccv5wUpTBREOGbmVEmxWgZf3ZqRILVbttWjeZKkK7cpPwaWY-YZCV5OTH3aEGmy_h3t1Ucr57N2pMFDIKia8mngqJIqothYhJXfoijPZ-K9xG4KMRPBaqzTTBfttYyWMhk8L/s1600/Island_wip4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZyOu96Rheccv5wUpTBREOGbmVEmxWgZf3ZqRILVbttWjeZKkK7cpPwaWY-YZCV5OTH3aEGmy_h3t1Ucr57N2pMFDIKia8mngqJIqothYhJXfoijPZ-K9xG4KMRPBaqzTTBfttYyWMhk8L/s1600/Island_wip4.png" height="181" width="320" /></a></div>
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Thanks for reading,</div>
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-Andy</div>
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-77826286335195768782015-02-03T18:54:00.000-08:002015-02-03T18:59:43.589-08:00Everquest UT2004 maps - continued I've finished fitting out the level and testing it with bot pathing and pickups, and I've moved on to cleaning up/reworking the geometry and textures. I'm taking a lot of care not to take aware from the classic old feeling area but there are things that just plain ugly, and the UV unwrapping and texture resolutions of the originals are beyond hideous. <br />
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I've spent some time chamfering corners and unwrapping the level as well as adding some more geometry to make the castle feel more like a castle.<br />
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Before:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0EPKJmStfMq6akX58JoLDKWnkgmtx7DKDTX3uyqbdphF9gzvgL_4utazxzQbKR-he9XSTF0QfENqC5DJ_4s0kp5HnzTrXF9nPvU7wvS91NalBAbuh6do1PFw5ySoaWuE_SwJXqh7qG73I/s1600/Crushbone_13.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0EPKJmStfMq6akX58JoLDKWnkgmtx7DKDTX3uyqbdphF9gzvgL_4utazxzQbKR-he9XSTF0QfENqC5DJ_4s0kp5HnzTrXF9nPvU7wvS91NalBAbuh6do1PFw5ySoaWuE_SwJXqh7qG73I/s1600/Crushbone_13.png" height="173" width="320" /></a></div>
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After:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho3VUccuP7uS_YOhR-J7pkr4KlumhQhH1PdvTJAZ9LghEFIDBFoS0Ifv0yBXGlVAmTd5OVpwTlAamV69k-o0uLg3H6OLu7nM07NpYTHV6YJDYI-IVWaZ_cxykviUsdJlQ9QiLPr0XUDwt2/s1600/Screenshot_CastleNewGeotry_Oldtexture.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho3VUccuP7uS_YOhR-J7pkr4KlumhQhH1PdvTJAZ9LghEFIDBFoS0Ifv0yBXGlVAmTd5OVpwTlAamV69k-o0uLg3H6OLu7nM07NpYTHV6YJDYI-IVWaZ_cxykviUsdJlQ9QiLPr0XUDwt2/s1600/Screenshot_CastleNewGeotry_Oldtexture.png" height="168" width="320" /></a></div>
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As you can see there's some extra trims and castle details, which are still quite blocky and keep with the old school geometry of the castle but add a lot to the aesthetics of it. I then decided to move on to recreating my first texture.</div>
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I modelled the bricks in 3ds max and imported them into mudbox to sculpt. Using screenfiltering to extract the base texture and normals (not that UE2 uses them xD) I also extracted some cavity maps and other masks to help my in photoshop while painting. I put a lot of time and care into making sure i matched the colours shape and values of the original texture to keep it as authentic as possible.</div>
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<span style="text-align: center;"> Original texture: </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXVHaVSXaYdWf5UsZbyhJpBihNvOdCag2t0oD-S87ijtasZElhNRRAgsBOTYcY-xyFaWNQPmHG44JJwfCWAI1UMnN0Tl6Ay9_u0ZDxiHFCFBrjtJ6SjhrPonV4qaS9ladC1bA1gjt31cwK/s1600/3_CB_Castle.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXVHaVSXaYdWf5UsZbyhJpBihNvOdCag2t0oD-S87ijtasZElhNRRAgsBOTYcY-xyFaWNQPmHG44JJwfCWAI1UMnN0Tl6Ay9_u0ZDxiHFCFBrjtJ6SjhrPonV4qaS9ladC1bA1gjt31cwK/s1600/3_CB_Castle.bmp" /></a></div>
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New texture:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0XiosxRWQhVb0MrBk6YgiJYwTNoNmGKkME2y-mGRal8x5Krt3i9lEirr6aVmOX76FYheaFGZaLP54c_OIAj6vrg-XNZ-PvLwPzx2j36q8WB9j93GbdZPsUwECLhg5P4SuEhYTcelWDPIn/s1600/3_CB_Castle_Sample.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0XiosxRWQhVb0MrBk6YgiJYwTNoNmGKkME2y-mGRal8x5Krt3i9lEirr6aVmOX76FYheaFGZaLP54c_OIAj6vrg-XNZ-PvLwPzx2j36q8WB9j93GbdZPsUwECLhg5P4SuEhYTcelWDPIn/s1600/3_CB_Castle_Sample.png" height="320" width="320" /></a></div>
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I took a lot of inspiration from modern sculpt to handpainted styles as they make as much as of the diffuse channel as possible, the only channel ut2004 and everquest uses for textures as it's all vertex lit.</div>
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Here's the new texture in game</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk-8qoD84dfeqw87fIL_7nuLL88LGDLGzYcUuoPflo6wPlQQkqpMY0I0YJpJOmBZevTkb3AkUhgeTMS_LPlXpllB8usOnsVsMcPfwAUBdxOD1hdYFcLRr6JUAjYfkuCrZ6f3HURUSzCBvq/s1600/Screenshot_CastleNewGeotry_newtextureBRICK.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk-8qoD84dfeqw87fIL_7nuLL88LGDLGzYcUuoPflo6wPlQQkqpMY0I0YJpJOmBZevTkb3AkUhgeTMS_LPlXpllB8usOnsVsMcPfwAUBdxOD1hdYFcLRr6JUAjYfkuCrZ6f3HURUSzCBvq/s1600/Screenshot_CastleNewGeotry_newtextureBRICK.png" height="166" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2pnBrKcJVoIy0zGiSwgFXduFu8n7so1cEYaQiRBKuf9QmEkX8oqgOU3XdS852MMqPXTcQVPhZOtD5APu8dXVB5kpRUKluUjBKZ3T-2VL5aRSUaqlT4QVb40yQrhiWTVYIyHFGkH8lSMZl/s1600/Screenshot_CastleNewGeotry_newtextureBRICK2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2pnBrKcJVoIy0zGiSwgFXduFu8n7so1cEYaQiRBKuf9QmEkX8oqgOU3XdS852MMqPXTcQVPhZOtD5APu8dXVB5kpRUKluUjBKZ3T-2VL5aRSUaqlT4QVb40yQrhiWTVYIyHFGkH8lSMZl/s1600/Screenshot_CastleNewGeotry_newtextureBRICK2.png" height="167" width="320" /></a></div>
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It made me realise I have a lot more UV's to sort out xD especially on the inside of the castle but it's a lot more pleasant too look at already. I also made a quick spec and took a render in marmoset showing the tiling texture with full diffuse specular and normals for future use on my portfolio website.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMSZl4Hf5Ntj_MMtFK-lRPKRPHbeecwZkiEwgBITIMnpQsKwHqY8nB36RnrQn_qDc36vxBbArIvwwzj_ADTPCZJ7m0l6ZPdp3SHE0zG1LTCCsFkRdXgGzu2-0dDfNnlRPWIsZN0PJH1mRA/s1600/CastleBrick_MarmosetRender.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMSZl4Hf5Ntj_MMtFK-lRPKRPHbeecwZkiEwgBITIMnpQsKwHqY8nB36RnrQn_qDc36vxBbArIvwwzj_ADTPCZJ7m0l6ZPdp3SHE0zG1LTCCsFkRdXgGzu2-0dDfNnlRPWIsZN0PJH1mRA/s1600/CastleBrick_MarmosetRender.png" height="320" width="302" /></a></div>
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That's all so far this evening, I'm going to sculpt plank textures from the bridges and wooden flooring soon and perhaps make a mesh and sculpt the cobblestone wall just outside the castle. Thanks for reading</div>
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-Andy</div>
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StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-36855728813926723482015-02-01T19:53:00.001-08:002015-02-01T20:01:48.373-08:00Everquest UT2004 mapsSo I've started this year playing and looking back on good old classic fast paced shooters. Mostly playing UT2004 and also deciding to play some classic Everquest <a href="https://www.project1999.com/">Project 1999</a> and I thought it would be a bit of fun to take the dungeons from Everquest and make them play or work as a classic arena shooter map.<br />
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So I've started with the dungeon known as Crushbone, which is one of the most famous newbie dungeons from the game. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLpTE579Httx710sgk6VnQGSYxneb_FK4wd6zuh7Be-wbT9Igc73qUEJYwikJVEJtlavpsI-5uKXel4nm5R2c-jw4-U-FjnAAKiW6ZO-_FRVVs1_GPfvVwgcLsl_tKjbUfIhUMPjMxXjPK/s1600/Crushbone_7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLpTE579Httx710sgk6VnQGSYxneb_FK4wd6zuh7Be-wbT9Igc73qUEJYwikJVEJtlavpsI-5uKXel4nm5R2c-jw4-U-FjnAAKiW6ZO-_FRVVs1_GPfvVwgcLsl_tKjbUfIhUMPjMxXjPK/s1600/Crushbone_7.png" height="162" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwq5HbGJxjpfAjapdo3kaNTtBCbWApJRmr-DixX2my9QHtHc-nHakmpIDFTxNc_IUH78U8voGKv6CQhxfYvxrrmEoCwA4nV0BXdWQZgFFxNgyQE1Pq4re3Hi38DBG8YRF8LzvGWD2Su4FV/s1600/Crushbone_6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwq5HbGJxjpfAjapdo3kaNTtBCbWApJRmr-DixX2my9QHtHc-nHakmpIDFTxNc_IUH78U8voGKv6CQhxfYvxrrmEoCwA4nV0BXdWQZgFFxNgyQE1Pq4re3Hi38DBG8YRF8LzvGWD2Su4FV/s1600/Crushbone_6.png" height="162" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJHio8G1VHxfNb8QPDGktED8mXIXkjyIn4Kgrb6fRgzeC4fF3C1fbiCaGOOOHZFdVVyT2_IR8DLRrPf3CoHhyZ0HGBCjdZCqn_xTjT0avpWTBAen8d8lV2fZqVPcGHDWlzFnexsguoFrdY/s1600/Crushbone_9.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJHio8G1VHxfNb8QPDGktED8mXIXkjyIn4Kgrb6fRgzeC4fF3C1fbiCaGOOOHZFdVVyT2_IR8DLRrPf3CoHhyZ0HGBCjdZCqn_xTjT0avpWTBAen8d8lV2fZqVPcGHDWlzFnexsguoFrdY/s1600/Crushbone_9.png" height="162" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSMpuZelYABju3Tew7h8vhxD8Q16PaCPMc9Ou3f7And6C4S23Kg7DI3dm0rfzxJ7_k8NMi8lUPJeZDfOkHRSPfrBI2ZlHMUI1NOHzM0KMv8bws32dbA4obIN9YHofBcm_GMSExqEXDGfo5/s1600/Crushbone_11.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSMpuZelYABju3Tew7h8vhxD8Q16PaCPMc9Ou3f7And6C4S23Kg7DI3dm0rfzxJ7_k8NMi8lUPJeZDfOkHRSPfrBI2ZlHMUI1NOHzM0KMv8bws32dbA4obIN9YHofBcm_GMSExqEXDGfo5/s1600/Crushbone_11.png" height="162" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcxZ045kQwlGgh44LODYotdtO1Nl62iX2trMkMVd4Tyb5Ufyqw2r4zJ08OHl0JyBxZDB-drSCm0m2rM7aSltxXnDO5TxC4_6oBA4_RpIBq2tkmAP8NNR3il319PDpdun0bS43lsH6cRRc1/s1600/Crushbone_12.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcxZ045kQwlGgh44LODYotdtO1Nl62iX2trMkMVd4Tyb5Ufyqw2r4zJ08OHl0JyBxZDB-drSCm0m2rM7aSltxXnDO5TxC4_6oBA4_RpIBq2tkmAP8NNR3il319PDpdun0bS43lsH6cRRc1/s1600/Crushbone_12.png" height="162" width="320" /></a></div>
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I've kept a lot of the classic old school modelling in tact and fleshed
out the rocks and wall areas with some ut2004 cliff meshes.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC1OCIa7nu3g_wTDC2YsEZJ2hPn0NI8wYo_X7SREmC96Zt4Os2IuAWzEtpl4TyGy1mJNMO78iytIw7fkUSZc6mkubQ3lXsWy7P2KpygEktZ_2_1wZ6AFhTBAKs5MoMtvPi_k9bRCQwAgAH/s1600/Crushbone_13.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjC1OCIa7nu3g_wTDC2YsEZJ2hPn0NI8wYo_X7SREmC96Zt4Os2IuAWzEtpl4TyGy1mJNMO78iytIw7fkUSZc6mkubQ3lXsWy7P2KpygEktZ_2_1wZ6AFhTBAKs5MoMtvPi_k9bRCQwAgAH/s1600/Crushbone_13.png" height="173" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN31EgLMSLY-bQALwSR-VGF2P8xNucVA-NNOQ679pM1LbtccTdTlQoj_LVxkg0yQmz-wBGNN7xjJBO_JV5r4TlAAMutQNwBZxKJzObl6YRF3MfIvkLFDe_D5HS3Pha0ohCxMPAW0qLZGrv/s1600/Crushbone_14.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN31EgLMSLY-bQALwSR-VGF2P8xNucVA-NNOQ679pM1LbtccTdTlQoj_LVxkg0yQmz-wBGNN7xjJBO_JV5r4TlAAMutQNwBZxKJzObl6YRF3MfIvkLFDe_D5HS3Pha0ohCxMPAW0qLZGrv/s1600/Crushbone_14.png" height="173" width="320" /></a></div>
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Thanks for reading<br />
-AndyStormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-91054653332743172442014-09-06T14:04:00.005-07:002014-09-06T14:29:42.323-07:00Age of Empires 3 modI 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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYORSWSfFVNTfqUBm17NgLsK85MiPYhKV9Z8pbsc2yUvVoZ7m547amV87i2qPWl6vn1r6jesUWhtVk7Zr0O9f5fXh2edFMqwhU36A05zjnwYoM6YHS2mbvqRuerYP4Y5Fz3rNspVFXSsoK/s1600/Unit+Progress.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYORSWSfFVNTfqUBm17NgLsK85MiPYhKV9Z8pbsc2yUvVoZ7m547amV87i2qPWl6vn1r6jesUWhtVk7Zr0O9f5fXh2edFMqwhU36A05zjnwYoM6YHS2mbvqRuerYP4Y5Fz3rNspVFXSsoK/s1600/Unit+Progress.png" height="245" width="400" /></a></div>
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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" :)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxexEtSzcwm-nOF3sQOc9VR7CKgAdVOrkfTpW3Q9aEJ-3Ofg7SlUEwdEH3zxOi45G0Wppe2brICzr3QarNNKQ8OKV6qOEXRp2oKmuAXf3A078qa1hnMQix5BpXm6mHBPk-mhBuChAH7Ohv/s1600/Siege_renders.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxexEtSzcwm-nOF3sQOc9VR7CKgAdVOrkfTpW3Q9aEJ-3Ofg7SlUEwdEH3zxOi45G0Wppe2brICzr3QarNNKQ8OKV6qOEXRp2oKmuAXf3A078qa1hnMQix5BpXm6mHBPk-mhBuChAH7Ohv/s1600/Siege_renders.png" height="225" width="400" /></a></div>
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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. <br />Thanks for reading,<br />-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-15283674598285331452014-08-29T16:04:00.003-07:002014-08-29T16:05:10.525-07:00Lego - digital designer<br />
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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</div>
<a href="http://ldd.lego.com/en-gb/">http://ldd.lego.com/en-gb/</a><br />
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Below is the ghost I ended up creating with a few touch ups in Photoshop :)</div>
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Thanks for reading,</div>
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-Andy</div>
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StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-91337061590693036482014-08-26T16:16:00.002-07:002014-08-26T16:16:26.414-07:00Creative Assembly competition - Trebuchet progress 2Nearly 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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR5ZKSqOl06qtTAYHfh3wD5d98wKrGCOW_h0Dzie6fShp-lSetptExxqmOeQ03GmGiPUmJwGqSl4PSBxmqTxbL8f1B1I-CEi83xS8GxPr5BQSMO6iHHwrU4VXQVof9vxmJfunJMiKgokSK/s1600/Render6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR5ZKSqOl06qtTAYHfh3wD5d98wKrGCOW_h0Dzie6fShp-lSetptExxqmOeQ03GmGiPUmJwGqSl4PSBxmqTxbL8f1B1I-CEi83xS8GxPr5BQSMO6iHHwrU4VXQVof9vxmJfunJMiKgokSK/s1600/Render6.png" height="180" width="320" /></a></div>
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You can find out more about the competition on the website here <a href="http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest">http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest</a></div>
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Thanks for reading,</div>
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-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-13478522364831707772014-08-25T09:18:00.001-07:002014-08-25T09:18:09.209-07:00Creative Assembly competition - Trebuchet progressCurrently 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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5bB3lnU2M6d4MC4pq0GoNYmQUeQdJYNg4br4UkjYEFTCxyFjj9twtHBKWihUhP2UOg43ds76NQUvL_YXonHGrQaBsJ_VDCj7dmJLZu0YI7Ioh_7L_-Ph0qVM6tyyzV03BZhPU5Fmj2j69/s1600/Render3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5bB3lnU2M6d4MC4pq0GoNYmQUeQdJYNg4br4UkjYEFTCxyFjj9twtHBKWihUhP2UOg43ds76NQUvL_YXonHGrQaBsJ_VDCj7dmJLZu0YI7Ioh_7L_-Ph0qVM6tyyzV03BZhPU5Fmj2j69/s1600/Render3.png" height="180" width="320" /></a></div>
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You can find out more about the competition on the website here <a href="http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest">http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest</a></div>
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Thanks for reading,</div>
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-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com1tag:blogger.com,1999:blog-4216862574158658301.post-90813996366499951202014-08-24T08:08:00.005-07:002014-08-24T08:09:47.002-07:00Creative Assembly competition - Trebuchet<div class="separator" style="clear: both; text-align: center;">
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.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbJwrfN9GWWgNTSj-a-JSp8t4wf29JtYUv1nQ0ACh48EVzqMwonFzElGia9Sz1g54xw4iJu9EgESr_IOhtT3C0jDwy6hOH3yBF9Fq_-BrJCFVllSlTscmO-qtyaDUF980qZk1ijT5GVrF8/s1600/Render2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbJwrfN9GWWgNTSj-a-JSp8t4wf29JtYUv1nQ0ACh48EVzqMwonFzElGia9Sz1g54xw4iJu9EgESr_IOhtT3C0jDwy6hOH3yBF9Fq_-BrJCFVllSlTscmO-qtyaDUF980qZk1ijT5GVrF8/s1600/Render2.png" height="180" width="320" /></a></div>
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You can find out more about the competition on the website here <a href="http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest">http://www.creative-assembly.com/news/140807/creative-assembly-graduate-art-contest</a></div>
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Thanks for reading,</div>
<div style="text-align: center;">
-Andy<br />
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StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-4980046709129579902014-08-23T14:21:00.001-07:002014-08-23T14:21:15.667-07:00Rivets 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.<br /><br /><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW_uRsOqDM613Nu4PwnHfLKKjIe-ZcAP20bhR_x3uQnkQOPAVQP9qAwbiPtF_TPRSZM3FO-Ne0W2adZIRVpMMsH2pRcdVI4L7MoWuXcdb1G4QXlFkv0T4XX1NLBOW1Qewtv7FFTqhUDKbk/s1600/PresentationTest2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW_uRsOqDM613Nu4PwnHfLKKjIe-ZcAP20bhR_x3uQnkQOPAVQP9qAwbiPtF_TPRSZM3FO-Ne0W2adZIRVpMMsH2pRcdVI4L7MoWuXcdb1G4QXlFkv0T4XX1NLBOW1Qewtv7FFTqhUDKbk/s1600/PresentationTest2.png" height="180" width="320" /></a></div>
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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:</div>
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-antennas</div>
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-ladder bars</div>
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-attached field equipment (covers/fuel/ammo).</div>
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Thanks for reading :)</div>
<div style="text-align: center;">
-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-43474070881009695082014-08-22T17:45:00.003-07:002014-08-22T17:45:30.352-07:00Tank progress..<div class="separator" style="clear: both; text-align: center;">
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.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq91031EiVDxpzKMnf0MrA4l6KiDP9HnWQSXfljz1zImEAs5MXuGkNKhskWBsmayXfA1-xFaPjV-kdQGEXWcRlqUqIAkv6MyQUtaddsoKMOK-bWkV-wvdniFLoj3K7e_s-kJ7rNSM-w17C/s1600/Westernheavytank.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq91031EiVDxpzKMnf0MrA4l6KiDP9HnWQSXfljz1zImEAs5MXuGkNKhskWBsmayXfA1-xFaPjV-kdQGEXWcRlqUqIAkv6MyQUtaddsoKMOK-bWkV-wvdniFLoj3K7e_s-kJ7rNSM-w17C/s1600/Westernheavytank.jpg" height="223" width="320" /></a></div>
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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. </div>
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<a href="http://i.imgur.com/g3kkQAC.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/g3kkQAC.png" height="180" width="320" /></a></div>
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Thanks for reading :)</div>
<div style="text-align: center;">
-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-9354557912527579742014-08-20T18:03:00.000-07:002014-08-20T18:03:09.700-07:00Back to tanksI'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.<br />
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You can see what I've got so far with the new portfolio site at the link below.<br />
<a href="http://abishopart.wix.com/abishopart">http://abishopart.wix.com/abishopart</a><br />
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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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcU5DzqEwApN-u7DBSs2R2VG0aMVJE8CP0PAmUnXzxan_vCp9Dv8RU-ABk1FEIjWrutCLDIcE-6HsRm-ThKmr_WiNMSm8xqRchZdrE5x4vVyAI-8OuGc8MWwtYpXmevGVzOiurwxdW074y/s1600/Westernheavytank.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcU5DzqEwApN-u7DBSs2R2VG0aMVJE8CP0PAmUnXzxan_vCp9Dv8RU-ABk1FEIjWrutCLDIcE-6HsRm-ThKmr_WiNMSm8xqRchZdrE5x4vVyAI-8OuGc8MWwtYpXmevGVzOiurwxdW074y/s1600/Westernheavytank.jpg" height="223" width="320" /></a></div>
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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.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUTWfsVVVVe9mhfGu9FRuUtxxIFAGWc00CufFV83mx47CQBvH-1-5217xrdrCA6gbadlTySfuPHgDrdCeI6okrgupcbr0DkfHz4FyF4LNZKvYyW97N9ljTqHzCdhBuY_-0QqPIWy1Gec2W/s1600/BWTank_wip3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUTWfsVVVVe9mhfGu9FRuUtxxIFAGWc00CufFV83mx47CQBvH-1-5217xrdrCA6gbadlTySfuPHgDrdCeI6okrgupcbr0DkfHz4FyF4LNZKvYyW97N9ljTqHzCdhBuY_-0QqPIWy1Gec2W/s1600/BWTank_wip3.png" height="196" width="320" /></a></div>
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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.</div>
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<a href="http://fc02.deviantart.net/fs70/i/2013/330/2/e/assetsoverview_by_stormandy-d6vp685.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://fc02.deviantart.net/fs70/i/2013/330/2/e/assetsoverview_by_stormandy-d6vp685.png" height="231" width="320" /></a></div>
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Thanks for reading,</div>
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-Andy</div>
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<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-45144009145097686132014-08-16T08:08:00.003-07:002014-08-16T09:05:08.277-07:00Selesnya environment nearing completionMade 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.<br />
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The interior of the building is now decorated with braziers and hanging banners.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigLgdkoIJ17n0H4RzpVTAbXY0JMVR7iD9CG53PBAAdwIJj-GvT1omjgwV-s2i11m8yjA3Q5wRvAae4osa3bn8KkjZGwXBSnfEv2n3cf6CZHT-BGHrtdZDpdg_ERCJWgaoAz4W8fE9mKRXQ/s1600/Admod_Screen14_marked.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigLgdkoIJ17n0H4RzpVTAbXY0JMVR7iD9CG53PBAAdwIJj-GvT1omjgwV-s2i11m8yjA3Q5wRvAae4osa3bn8KkjZGwXBSnfEv2n3cf6CZHT-BGHrtdZDpdg_ERCJWgaoAz4W8fE9mKRXQ/s1600/Admod_Screen14_marked.png" height="164" width="320" /></a></div>
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-71659804209601233532014-08-13T14:41:00.001-07:002014-08-13T14:41:52.168-07:00Selesnya environmentSpent 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.<br />
<br />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.<br />
Existing concept art can be seen on the mood board below.<br />
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<a href="http://i.imgur.com/QAf9XUb.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/QAf9XUb.png" height="320" width="66" /></a></div>
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Below are some screenshots of the current state of the environment in-game.<br />
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<a href="http://i.imgur.com/NvvHzFf.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/NvvHzFf.png" height="164" width="320" /></a></div>
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<a href="http://i.imgur.com/YSvxUUI.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/YSvxUUI.png" height="170" width="320" /></a></div>
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<a href="http://i.imgur.com/uCKH6ib.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/uCKH6ib.png" height="164" width="320" /></a></div>
<br />StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-62402704493842380732014-06-27T08:21:00.001-07:002014-06-27T08:21:14.299-07:00Halo Evolutions - Heretic Wraith<div class="separator" style="clear: both; text-align: center;">
<span style="text-align: start;">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.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieOwJxq8FzJXWOMMgg0-Tq72KXh7ojFGZhshbQYTi_L7ZOXVC_JZQKslWKGJt2l3ADwUUKl0MfoWoyfwkghsCY6GmUyI6w8xCOpDMiBcUDdIn5f0-aSfxSZgjQtwj_Yps9HYRu0AI5YZQc/s1600/Heretic_wraith_Final_50perc.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieOwJxq8FzJXWOMMgg0-Tq72KXh7ojFGZhshbQYTi_L7ZOXVC_JZQKslWKGJt2l3ADwUUKl0MfoWoyfwkghsCY6GmUyI6w8xCOpDMiBcUDdIn5f0-aSfxSZgjQtwj_Yps9HYRu0AI5YZQc/s1600/Heretic_wraith_Final_50perc.png" height="209" width="320" /></a></div>
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You can find out more about the project following the ModDB link below</div>
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<a href="http://www.moddb.com/mods/halo-evolutions">http://www.moddb.com/mods/halo-evolutions</a><br />
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Thanks for reading,</div>
<div class="separator" style="clear: both; text-align: center;">
-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0tag:blogger.com,1999:blog-4216862574158658301.post-50541138186143796902014-06-25T12:04:00.002-07:002014-06-25T12:04:27.175-07:00HereticSo 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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiheX12u5gY6vua9q8WOrg0G8KHk_dEgOwokZO4TvUgn2dxq4lD0FcnzaSRc5tEHbexSQh1UnLk2aF5C0sO9aC8a2Xb6KF9QEyvP-nq0_evAUxqmY-2StJpskH-l83bdEnABYlf0WmRsVjf/s1600/Heretic_deviantart.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiheX12u5gY6vua9q8WOrg0G8KHk_dEgOwokZO4TvUgn2dxq4lD0FcnzaSRc5tEHbexSQh1UnLk2aF5C0sO9aC8a2Xb6KF9QEyvP-nq0_evAUxqmY-2StJpskH-l83bdEnABYlf0WmRsVjf/s1600/Heretic_deviantart.png" height="180" width="320" /></a></div>
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The armour is inspired by the Arbiters metal armour and the Halo 3 heretic armour, which can been seen below.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBtfZbhW94llWDnBS7KugnNs0WldM6H8qK17HHn924NBI4fZ9V2QogKzn8Jj3KJqYanLi4RqRWH9nqa9tjbbupommd8759dIqeYm3mC8wBySCVBPVge9J3xsVZ4SM3s76e4DyPcqaCq9EQ/s1600/Arbiter2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBtfZbhW94llWDnBS7KugnNs0WldM6H8qK17HHn924NBI4fZ9V2QogKzn8Jj3KJqYanLi4RqRWH9nqa9tjbbupommd8759dIqeYm3mC8wBySCVBPVge9J3xsVZ4SM3s76e4DyPcqaCq9EQ/s1600/Arbiter2.jpg" height="240" width="320" /></a></div>
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The Arbiter</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7DWKI0aWhY2KJBdyryEfTszvD7FAnaaoUIx_US408zTXmefq_71NVStCmZkEuzZ0xuFNlR3p7zHo9fmdr8g7wpVEaNt2Qxvb0Lhm3omejRxXTQncr_a9xFktkwX0TtGtaO9mMyAnfMTUA/s1600/HereticEliteCarbine03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7DWKI0aWhY2KJBdyryEfTszvD7FAnaaoUIx_US408zTXmefq_71NVStCmZkEuzZ0xuFNlR3p7zHo9fmdr8g7wpVEaNt2Qxvb0Lhm3omejRxXTQncr_a9xFktkwX0TtGtaO9mMyAnfMTUA/s1600/HereticEliteCarbine03.jpg" height="320" width="302" /></a></div>
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Heretic<br /></div>
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You can find out more about the project following the ModDB link below</div>
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<a href="http://www.moddb.com/mods/halo-evolutions">http://www.moddb.com/mods/halo-evolutions</a><br />
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Thanks for reading,</div>
<div class="separator" style="clear: both; text-align: center;">
-Andy</div>
StormAndyhttp://www.blogger.com/profile/00943354895073569939noreply@blogger.com0