White Rhinoceros

Modeled using XSI and ZBrush.

The hidden world

Arranged using UDK.

ZBrush

ZBrush Sculpts.

Kitchen

Modeled using Maya and mentalray.

Companion cube

Modeled using Maya and mentalray.

Showing posts with label BA3 P1. Show all posts
Showing posts with label BA3 P1. Show all posts

Friday, 11 May 2012

Door render

Created for an assessment on game assets. Created using programs such as Maya, Photoshop and Mudbox.


Texturing

Wall texture
Door texture

Floor texture

Pipe texture

How I made the wooden texture in Hypershade

Wall texture original

Rusted pipe texture original

Wallpaper texture

Floor texture 





Thursday, 3 May 2012

UV Texture Editor






Wednesday, 25 April 2012

Project 1 progress


Project 1: Creating the door




After creating a cube and changing the dimensions to fit within the door frame well, I used the cut faces tool to add divisions in the door so I could extrude the 4 rectangles in the middle of the door.
After extruding these, I added bevel for aesthetic purposes.

After this I decided to start work on the door handle, starting with a basic cube and tweaking it's vertices to create the base of the door handle. After this I duplicated the base and extruded them several times to add depth.

To create the lock I used the booleans difference tool and cut a key shape into the door with a basic lock shape I modeled.

To create the handle I used the 2 point circular arc tool to create a curve, then created a NURBS primitive circle and extruded it into the shape of the handle. After this was complete I converted the NURB to subdivs and then to polys.


Monday, 23 April 2012

Project 1: Creating the wall



To ensure that both halves of the wall were identical, I decided to model half the wall first with plans to mirror the geometry once complete.
I used the cut faces tool to add further divisions in the position which the skirting boards would be on the wall and then proceeded to extrude these faces to add depth.
After this is modeled the door frame using tools such as extrude and positioned it in the wall once finished.

Thursday, 5 April 2012

First Angle Orthographic Projection Document

Today I created the first angle orthographic projection document to aid me when modeling using Maya, I made this using Google Sketchup and Adobe Photoshop. 


Wednesday, 21 March 2012

Modeling the Companion Cube, from Portal

Recently I have missed quite a few lessons at Uni due to personal problems, however I have been very kindly filled in by a group of friends in class (thank you very much!)
In the time I've been away, there's been some Maya workshop lessons in which I have been told that they are being taught how to model the companion cube. Although I know it would be much more handier to go to these workshops, as I explained earlier, a fair amount of problems have got in my way and therefore I am running behind on these lessons.
So with a scheduled day off in the timetable today, I decided to have a go at modeling the companion cube myself with some trusty help of reference pictures from Google. Admittedly, I have never played Portal before, so up until a few days ago, I had absolutely no idea what people were talking about!

Using features such as the UV Texture Editor, Hypershade, Photoshop, a few lights set up and a new camera placed, I managed to end up with this as my model:

My take on the Companion Cube - rendered using Mentalray in Maya.
Debating on whether to leave it there and carry on with other projects, or take it into Mudbox to add some bump and specular maps just for the fun of it.
:-)

Tuesday, 20 March 2012

Inspiration: A collection of L.A. Noire door pictures

Lots of different styles and shapes of door pictures that I have collected together for future reference - will definitely come in handy when designing my game asset, texturing and adding colour to the model.




Inspiration: A collection of L.A. Noire window pictures

Lots of different styles and shapes of window pictures that I have collected together for future reference - will definitely come in handy when designing my game asset, texturing and adding colour to the model.





Inspiration: A collection of L.A. Noire room pictures

Lots of different styled environments that I have collected together for future reference - will definitely come in handy when designing my game asset, texturing and adding colour to the model.








L.A. Noire: Design and Architecture Podcast Series


Just finished listening to the L.A. Noire: Design and Architecture series of podcasts - truly inspiring, interesting words within each podcast! ] Perfect for research as it speaks to members of the games industry and historians!

http://castroller.com/Podcasts/KcrwsDesignAnd/2318754

Historical and Social Context referencing in L.A. Noire


It is clear to see how Team Bondi have added further elements of realism in the game through closely intertwining reality with historical referencing. Above, the screenshot taken from the game presents a promotional banner for the US Representative Elections of 1947, which Nixon would have won a little time before the time that L.A. Noire was set in.

L.A. Noire - a true likeness to L.A, thanks to aerial photography?

 L.A. Noire's true similarity to L.A is partly due to Team Bondi's research into the area through using aerial photographs taken by Robert Spence during the 1920s.

Above: an in-game shot of the City Hall, next to a real-life shot taken by Spence of the City Hall.

Above: In-game and real-life shot of Roosevelt Hotel.


Above: In-game and real-life shot of Bullock Wilshire  Department Store.


Above: Real-life and in-game shots of Westlake Saving and Loans Bank. 







http://www.rockstargames.com/newswire/article/16081/la-noires-los-angeles-landmarks.html
http://www.popsci.com/technology/article/2011-05/using-extreme-aerial-photography-1920s-rockstar-rebuilt-1940s-los-angeles-la-noire
http://videogameaficionado.com/2011/06/rockstar-games-la-noire-part-v-real.html
http://www.rockstargames.com/newswire/article/16081/la-noires-los-angeles-landmarks.html