Sunday, July 10, 2011

Official Police


Wrapping my head around a low poly revolver with a simple animation taking cues from games like Bio Shock and others shows a hammer that is permanently cocked, but has a high recoil effect for the animation and a simple reload animation. Progress current, will try to bring the poly count down and create a higher poly version to create a normal map to be used with the ambient, specular and light map to create the diffuse texture.

Tuesday, June 28, 2011

Animation is Key

Currently working in Blender with rigging and animating.

Saturday, June 4, 2011

Lowest of the low


I really love the direction of how gaming technology moves. Creating low poly characters were the only way to make games. Now it is either ultra low polygons or higher poly models with even higher normal maps.

Sunday, May 29, 2011

Logo


Learning vector based programs like illustrator comes in handy I was offered a job creating a logo
for a realty company, I used
Inkscape to create the image.

Saturday, January 15, 2011

Quad faces



Here is the face model of the character without the eyes.

Tuesday, January 11, 2011

Edge Loops





Regardless of the package that you use creating quads are the same. Following edge flow is the key
Here is the face start for the character in the previous post. All the faces are quads and will deform well when animated. The ear follows the edge loops as I have tried to keep the polygons low.

Wednesday, January 5, 2011

Fantasy to Post Nuclear


The Fantasy genre are some the most prolific in the gaming world. Games like World of War Craft and Final Fantasy compete in the RPG forum due to the well developed characters and the look of the environment.
I have re-designed this character to reflect a post apocalyptic world, were remnants of firearms and salvaged metal weapons would be common place.

The Fantasy Axe is now a more savage weapon and the character now has a stylized gun holster with room for ammo rounds on the holster.