Showing posts with label model. Show all posts
Showing posts with label model. Show all posts

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

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


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

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

Monday, 13 August 2012

More Oblivion haha

Hey fellow worldees, going to play some more oblivion been writing notes and thinking for a few hours, i'm hoping i will get more ideas for my FYP playing. I've chucked in the game of thrones and everquest 2 soundtrack into the music folder so I'm not stuck listening to the same oblivion music and and over again xD

I think I forgot how nice the Oblivion manages to look without any complex or much lighting at all, always been a shame about the texture resolutions thought. There art travelled with slr's and the high rez versions are 256/512 in a lot of cases? Really!? xD

Here's an insight to some the stuff i have for my Final Year Project already for those of you who don't know I'm doing an investigation into good design work practice in Modular Environments for Open world RPG's. So I'll be producing a Tree city environment from concept art to 3d models to texture solutions and using the set in a Game engine.

I hope explore a lot, inavate and demostrate ways to make really good reusable content.






Back to Oblivion...

Stumbled across some ruins with Slaughter fish and goblins.

With a camp right next to it.


Well it appears I'm at the stage of the game which I'm harassed by bears and this time with fancy titles, extra hit-points and collectable teeth. Thank god for these fences that although sheep can through bears fortunately cannot.

So after killing bears I went inside to meet the farmer. Initially just to point out his sheep and time and space problems.

Despite his early temper immediately throwing everything off the table onto the floor when I entered, it seems this guy not so bad after all he's just as i being harassed by these western bears and has promised a good reward for six of there damn fangs, why i can't just pluck 6 out of one of the 3 nasty critters I've had to fight through fences I'll never know.

Fetch quests because apparently some games just can't be bothered to make things interesting any other way. Never fear Mr Thorley I'll glitch up some bears through your fence which seems to be doing a mighty fine job defending your sheep anyway, if they didn't glitch outside of it when in danger perhaps you and your precious woolly friends would already be safe.


 Well that's nice of him, to walk out and lock me in his home, aren't i supposed to be fighting bears? *rummages through house* finds nothing but cheap wine. >.<

Waiting game Anyone?

...
..
.
It appears all he was doing once i broke out is hacking out the floor outside with a hoe in the middle of a sheep pen O.o Got start somewhere? and that sir is not the place to start fixing your bear problem... infact


and neither is this, crazy foo ran at a close by bear with a hoe and before I could help he was gone, forever hiding your secret gift for bear teeth. Guess i have another free house and i'm going to celebrate by killing the other 2 bears.

Stole some steel armor then raised about 1000 gold on some binge alchemying all the flowers i gathered gained about 17 levels in alchemy in a few mins.
Well enough for one I think day.



Saturday, 28 July 2012

First Day of the Game i'm making with Renn

Me and my friend Renn decided we'd spend a week this summer making a game for the Android tablets and phones and it's begun, after one night of discussing ideas and 1 day of work, the player controls set up and the player model, this ship is nearing completion and nearly ready for unwrap/texturing and animation.


Purple planes are to be alpha texture Gold and Silver Rings.