Wednesday, 3 December 2014

Detailed Room Development

These are just some models i created for a generic room that i might use for my Game Map

Ibuilt a closet, chair, dresser and bed as well as a poster
I made sure all the textures were correct before i used them



Tuesday, 2 December 2014

Insectoid Design - STINJA

For This assignment i had to create and insect based character from my own imagination. I decided to go with a beetle based ninja.

Mood Map

Stag Beetle Ninja
Stinja possesses a hard shield like back exoskeleton which hides his wings as well as an array of weaponry such as the Dung bomb that acts as both nockout gas and a smoke screen, he crafts all his weapons are crafted out of pieces of his body and he can use his wings to fly at high speeds or give him a super boost when running. He is a proud member of floating stag Clan.

Wednesday, 26 November 2014

Tank Design

For this assignment we were tasked with creating a tank from our own imagination. I took a close look at the different types of actual and fictional tanks that have been created and came up with the ultimate death machine.

Mind Map



T.R.I - Tactical Reinforced Incendiary Tank

Looking at the designs of other tanks i wondered why there was usually only 1 barrel leaving tanks open to attacks from other directions when they try to spin the top half to attack targets


So i decided to go against the convention and go total overkill by giving my tank 4 barrels 1 main barrel that shoots a highly powerful laser beam and 3 turret shooters that can alternate between mini-gun rounds, mortars and shrapnel bombs.


The person who drives this is definately going deaf.




For the final piece i gave it some red camo detailing to signify all the blood it spills


And these are the groups i used in the outline.

Sunday, 2 November 2014

Robot Designs

This assignment required us to create our own designs for robots. Below are some of the images that i drew inspiration from but these designs were mainly gained from my own creativity.

Mood Maps






RAWS
The top robot acts as a mercenary type more like a pawn used by the military as pawn soldiers, more like fodder.

The middle robot is a heavy battler used for thinning ranks; it can shoot heavy rounds from the panels on its torso as well as shots from its finger tips, not to mention its immense strength.

the bottom robot is used as a recon bot; it possesses electrical cord appendages which can not only be used to plug into the enemies mainframe and steal trade secrets but also as an electrified weapon, it can also hover.


Final Model: Jäger


This is the Jäger Bot. It is the super soldier of all robots, its punches pack 10,000 kilowatts leaving any enemy in its way fizzled out, it has new and improve AI technology as well as reflexes and strength that rival captain america, it has diamond integrated iron hybrid armor to fell almost all attacks upon it.

Halloween Art Pieces

Halloween Art - 2/11/2014

For this piece of work i waqs asked to create a scary holloween monster of my own creation, Maybe its due to "The nightmare before Christmas" being my favorite Christmas movie as a young-un but i automatically thought of the Pumpkin King

Mood Map
As you can see a drew ideas from various places e.g. one of my favorite manga "Berserk".

The PUMP-KING (RAW)

This is the sketch that i came up with for 1st character.


The Big Bad Lumber-Wolf (RAW)

Just to have some choice i also made a sketch of a werewolf monster dressed as a human  but i thought it wasnt scary looking enough. So i chose the 1st piece.


Tentacle Monster (RAW)

For this assignment we had to create a tentacle monster. in my eyes i believe that i messed up the arms on my tentacle monster which messed up the whole look of the monster and made it look out of place.


Live Drawing - Zombie Edition

For life drawing i was asked to draw the model the form of a zombie


9/11/2014 - Hack-O-Lantern (PS)

When i started using my wacom to paint my sketch of the Hack-O-Lantern i had the look in mind however.....


After some much appreciated constructive criticism i made some changes to my image background so that the characters flames did not blend into the background.

Remastered Hack-O-Lantern

This is the final product after making thee relevant changes and i have to say that it looks better.

Wednesday, 22 October 2014

Game Map

23/10/2014 - 1st Game Map (Progress)

For this assignment i have been tasked with creating a map in Unity of my own choice from my imagination; my thoughts concentrated on the brutalist style construction of some of the estates situated around me in my hometown of South London; examples below:


Southwyck House

Acorn Estate Inside (Demolished)

Acorn Estate Outside (Demolished)


Castlemead Estate

I started by thinking how the map would be laid out by first placing roads, i then proceeded to start making blocks 





The above block was inspired by the Southwyck house; i created it in Maya but unfortunately the inside aspects that i created were un-tangible due to me not knowing that i had to reverse normals to show inner geometry


28/11/2014 - 1st Game Map (Large Scale)

I created this map drawing inspiration from these blocks as well as my own imagination

But i was not very happy with the map due to the various problem with the inner workings of it. So i decided to scrap it and pursue a more focused and detailed version.

9/12/2014 - Detailed Game Map

The concept for my game called the Trap House is that a youth is exploring an abandoned drug cutting house in order to find his friend who went in on a dare but hasn't returned after 5 hours, What will he find in the Trap House!

Due to the crappy look of the previous map that i made, i focused on improving my skills with materials in Maya, i also learned the huge advantages that come with utilizing the outliner which helped me to produce more impressive models. I also included a skybox in this version.



This is the corridor of the Trap House, i included a code for the ball that on collision with the player made it shoot towards the elevator doors, it also has a bit of variation depending on how fast you walk into it as you see below.


The tool known as planar mapping in Maya was of great assistance when creating clean materials for my objects such as the graffiti on the walls and the other item materials
 

As you can see on the image above i created various models such as a scale cocaine bricks and wads of cash


I also made other types of models like the tables cups, etc.


I am proud of how the bed and the cards set that i created also and the posters.


This yellow brick wedged behind the mattress acts as a key for the elevator, it contains code that not only opens the elevator doors but brings up text when the mouse hovers over it as well as when it is clicked; it will use a code that makes the mesh renderer go to false when clicked making the key disappear. 

A problem that i had when i was creating this map was that i made an actual key in Maya to use as the elevator key but when i applied the same code as for the yellow cube it worked but it wouldn't dissapear once clicked; I would like to find out why. 

Another problem i encountered was that when i tried to make the elevator ascend to the next level using code; it would move on the x axis; i resolved this however by giving the elevator an animation that made it move to the next level.


Game Concept

29.09.2014 - The Alright Escape


For this group work assignment we were asked to come up with a concept for a game of our choosing. It was a good experience in terms of exploring having to work as part of a team to create a game that i necessarily would otherwise not usually play
We incorporated elements of games that we each liked such as me enjoying games like 1st person shooters and role playing games and my team mates liking puzzle games, etc
We ended up creating a spy game where the spy is a bit of a wally, he has been captured by the people he is doing recon on and placed in a prison where the player must find various ways to help him escape using improvised weapons and tools.

The player will be sometimes misled by the UI to complete actions that may hinder or help him and it is up to the players discretion whether or not to follow its advice e.g. telling the player to shoot a guard to stop him being detected which inadvertently alerts all the other guards who will swarm the players position.


A problem i noticed with this concept was how he was going to carry around all the bits and bobs that would be used in order to create his makeshift tools and i came up with the concept of an omni-tool shown below known as the Pandora box which was placed in the spy's hand by his agency and is actually a part of his hand sort of like a bio metric weapon.

Wednesday, 15 October 2014

Model A Fish

22/9/2014 - Trippy Fishy

For this assignment we were asked to create a fish in Maya using various skills such as vertex manipulation, material assignment, mirroring, extrudes, etc


To begin with i drew inspiration for my fish from the type of fish from the animated Pixar created movie known as Finding Nemo; the fish in question is known as a Clown Fish


I began by putting an importing an image plane into the Maya software that i would use as reference for the model i was going to create.


I then created a polygon cube which i proceeded to add divisions and extrude them out to make the basic shape of the fish although it was very blocky.

To fix this problem I started to manipulate the vertexes to make it look more fish like as well as incorporating various other skills like bevels and wedges to make aspects of the fish such as the fins. I also added a basic material from Maya to the fish and made the eyes separately by mirroring the geometry of the eye that i created.


Upon completion i noticed that i was seriously lacking in the area of assigning materials, so it is a skill that i need to seriously look into for the future. 

This is a fish that I created in Maya 2015; that as you can see is under the influence. I used an image of a clown fish as a reference to create it. I also used different techniques such as extrudes. layers, wedges, divisions, layers, etc.