Playing weekly D&D at work. Made this for a friends birthday based on a scribble (done by another artist!) of his thief character. He's basically a stick figure. Removed hair since it was out of character.
Hey guys, I thought I would post an update on the project. These assets were created for a student title called Evac. Evac is a first person puzzle platformer from the school that made Nitronic Rush, Perspective, and Narbacular Drop(the Portal precursor). The game is made from the ground up using C++ to write our engine, physics, and graphics. We had two semesters to work on it. I was the Lead artist on the project, and did the majority of the assets.
I'm proud to say we have finally uploaded our first gameplay reveal trailer.
The death water stuff material and the jump pad are very, very reminiscent of Portal.
The mechanics looks like they may be interesting, but at this point I still don't really have a clue of what you actually do in the game (apart from the spring platforms and plates that flip the room.)
Hey guys, I thought I would post an update on the project. These assets were created for a student title called Evac. Evac is a first person puzzle platformer from the school that made Nitronic Rush, Perspective, and Narbacular Drop(the Portal precursor). The game is made from the ground up using C++ to write our engine, physics, and graphics. We had two semesters to work on it. I was the Lead artist on the project, and did the majority of the assets.
I'm proud to say we have finally uploaded our first gameplay reveal trailer.
Tell me what you guys think, I would love to hear your feedback!
The game moves pretty fast, so make sure you full screen, and go HD.
From a pure technical side it looks very Quake 2 esque. But i guess considering the amount of time and i guess team size you did quite way with your engine. Yet it's not all that clear what you do gameplay wise aside from some first person puzzle variation on the portal formula (sorry for saying that, but thats what it looks like). Still quite good work i think.
Started working on the pilot for my Velocity ship, currently 1024 for the texture but may rejig the layout so that I can make the face more better defined (damnit using vectors are fun! )
Still got the hair and boots left to texture then set up the rig for posing. May create a whole scene for this too but will see how it goes.
Just some Chainmail I made for a friends game, 2 days of work, all normals created with Knald, and the rest created in 3ds max and photoshop, rendered in marmoset. Nothing fancy.
I wanted to have a good look on this skeleton, I didn't expected to go so high on the polycount. This one is made of 30K triangles. The retopo was the worst part to do. Damn, that was very long !
Skull : Diffuse 1024, Normal 512
Body : Diffuse/Normal 2048.
Eliott Lilly is one of my favorite mechanical concept artist ! he designed amazing weapons for F.E.A.R 3 ! so as a big fan of his works I decided to model his Assault Rifle !
been hacking around at a new game project for a bit now. being lazy as shit it's taken about 2 months maybe to get to here x)
but all the gameplay stuff are working, got your highscore being saved, got your winning a level when all cube groups are taken care of, got your penalties for destroying black cubes and whatever..
just need to get a character running about the place instead of a cube
anyone feel that the controlls could be way too confusing?
I didn't manage to get a joystick solution working but I rather like this actually.. tapping the sides to go where you want to go. the colission box is rather big so you don't have to tap on the arrows really, more in the general direction of where you want to go..
I'm trying to get better at Texturing and learn Normal mapping.
I only just began on the texturing with this, but the high res, low res and baking took me about 8 hours. Not sure if that's good or bad. The bake probably isn't the best, but i'm learning a lot.
Hi there! I finally decided to show off some of my environments I created for Gears of War: Judgment I will post much more, when I'm done with my DLC map. I will try to give a credit to everyone who helped me achieving final quality of this stuff For now, here are few shots - hope you like it:
Oh, don't bother looking for this website - it won't work for a while yet :poly121:
@Mod - awesome character love all the details and would like to know how you made the filigree too... only thing not too fond of are the fingers on the ungloved hand
Here are some Textures i'm working on these days. Bircks and tiles have been sculpted in Zbrush before.
Colors are not totally defined yet, i put a simple color to have the gobal idea.
Replies
http://www.polycount.com/forum/showthread.php?t=111272
@jaco - dig the second head sculpt, lots of character once again
OMG mr. Incredible~ love it
Is that Rincewind?
How 'bout some UI?
fuck yeah
[ame="http://www.youtube.com/watch?v=kZAYYyml8oI"]Lair Environment UDK 2013 (95%) - YouTube[/ame]
More pages here
http://www.polycount.com/forum/showthread.php?t=119795
I'm proud to say we have finally uploaded our first gameplay reveal trailer.
[ame="http://www.youtube.com/watch?v=hKwb-IMAM6s"]Evac![/ame]
Tell me what you guys think, I would love to hear your feedback!
The game moves pretty fast, so make sure you full screen, and go HD.
The mechanics looks like they may be interesting, but at this point I still don't really have a clue of what you actually do in the game (apart from the spring platforms and plates that flip the room.)
Still got the hair and boots left to texture then set up the rig for posing. May create a whole scene for this too but will see how it goes.
Uploaded with ImageShack.us
really awesome work, how did you approach all the ornamental bits?
It is
glad, someone recognized him ^^
Based on this: http://www.gk-valve.com/UploadFile/ProductFile/200841105231808_Pic.jpg
Rendered in marmoset.
I wanted to have a good look on this skeleton, I didn't expected to go so high on the polycount. This one is made of 30K triangles. The retopo was the worst part to do. Damn, that was very long !
Skull : Diffuse 1024, Normal 512
Body : Diffuse/Normal 2048.
been hacking around at a new game project for a bit now. being lazy as shit it's taken about 2 months maybe to get to here x)
but all the gameplay stuff are working, got your highscore being saved, got your winning a level when all cube groups are taken care of, got your penalties for destroying black cubes and whatever..
just need to get a character running about the place instead of a cube
anyone feel that the controlls could be way too confusing?
I didn't manage to get a joystick solution working but I rather like this actually.. tapping the sides to go where you want to go. the colission box is rather big so you don't have to tap on the arrows really, more in the general direction of where you want to go..
I only just began on the texturing with this, but the high res, low res and baking took me about 8 hours. Not sure if that's good or bad. The bake probably isn't the best, but i'm learning a lot.
i love the detail in this!
Oh, don't bother looking for this website - it won't work for a while yet :poly121:
my Games of Thrones piece over at:
http://www.polycount.com/forum/showthread.php?t=118859
Colors are not totally defined yet, i put a simple color to have the gobal idea.
WIP.
Wow, Nothing else to say!
an orge, free sculpting in Zbrush with Dynamesh_ wip