Here is a model of the character I call a Keeper, Keepers guard many of the gates during the progression of the game. Modeled in 3ds max the character will now have to be uv wrapped in Roadkill textured in photoshop and sculpted in Z-brush several maps will accompany the rigged and lighted character for rendering. currently the model only is about 5,079 polys I think it won't go to higher than this. The area around the eyes look to much like a mask so I will tone done the degree of extrusion. The overall idea is to look like the character has bandages on the face, hands and portions of the leg.
Sunday, November 30, 2008
Tuesday, November 25, 2008
Primary Model of Keeper Character
Here is the primary render with facial pose and wrist gun I think I will loose the chain gun or mini gun type of surround and go for a particle beam type of weapon that incorporates and or comes from the hand if defeated this weapon can be taken from the
weapon, making it's power limited will make it a choice weapon of opportunity but will require a electrical ammo pack to charge which would not be easy to come by. I will need to add teeth and a tongue to this model as well as a few more minor touches after that. I will unwrap the character and pose it for a ambient occlusion render while I texture it.
Monday, November 24, 2008
Map Level
Sunday, November 23, 2008
Saturday, November 22, 2008
NPCs
So far this is the look I am going for however I might have to reduce the poly count in the engine. I wonder what is the max poly count for Unreal 2004 and if it accepts normal maps I have been told that Unreal 3 will not accept max files only maya. I am looking for a game engine that will allow max files I have read that the sandbox cry engine can be used with max files.
NPC soldier type for blasting these guys really are hard core fighters, nice weapon but it might not make it to the final model.
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shadow for text
Thursday, November 20, 2008
Cover Art revision
Well from some worthwhile critiques I have revised the cover art for the Darkgate game. Here is the preliminary revision. The relief needs to come out more so I will be editing that and moving back to the UI and HUD. I have added a heavier embossing to the letters and also one with a drop shadow but having problems uploading the images, yeah for technology.
Wednesday, November 19, 2008
HUD in game/ Start screen
The HUD for the game now know as Darkgate will have a simple old school feel to it the far lower left corner will have a health icon in green in four parts that will progressively disappear from attacks leaving only the center portion at one point to turn green after that it will change to yellow, orange and red after taking a hit at this point then a life will be lost. The lower middle of the screen will have two shoe prints in a mid lite sepia for a direction icon which would bring up a map and other information. Last but not least is the weapon type and ammo count depending on the weapon a bluish green neon type icon with a negative relief inset into the weapon itself will show the ammo count, the trick is showing ammo storage in the triple digits and keeping the look of the icon intact. However the look of the start menu is something I am still researching to maintain the balance and overall theme of the game. I think handguns won't go over 99 for ammo count. That will keep it level.
NPC models
Title graphics
Here is the cover art and graphic text for the game art project. All work was done in photoshop with layers and original drawings done for the character design sheet. The character in the image is called a keeper a 8 foot tall behemoth that protects what else the gates within the level of the game, created as a boss for most levels. The keeper has been mutated and has had unelected surgery, linking a mini type gun to his right arm and a brain heart link to regulate his massive size. The character is a formidable foe and very hard to bring down if you feel lucky punk.
Cover Art for game
It is the 18th and I seem to still be under the pressure of mocking up the assets I also remembered that I have to model a SMG for the NPC's instead of the current desert eagle that I proposed since the main characters weapon will be the magnum revolver with speed loaders.
Anyway I have the sketch worked out for the cover design after going through about 5-6 ideas and running most of them past my instructor I chose the following sketch as the target.
Additonal assets mockups
Tuesday, November 18, 2008
creation of assets and cover art for game
Well here are the thumbnails and associated primary sketches for the game project I have some ideas that are solidifying. I am going to challenge myself my trying to model this character in less than a week in 3ds max and sculpt the normal map in Z-Brush. The textures shouldn't be to much of a problem but I can't wait to see how this turns out. This model will hopefully be solid enough to place in the unreal engine. The letters are balancing themselves out should have the results by tommorrow.
Wednesday, November 12, 2008
Creating a working Level in unreal 3
Tuesday, November 11, 2008
Wednesday, November 5, 2008
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