Friday 19 August 2011

Foliage

After talking to some industry people I have decided to concentrate on some foliage. Here is my first piece


Monday 27 June 2011

Work on the forklift truck

I have been working on texturing the forklift truck I modelled a while ago.
The chains that go on the front of the forklift. Low poly.

This is the initial normal map. On the right is the high poly model and on the left is the low poly one

Tuesday 21 June 2011

Assassins Creed 2 Done?

I'm really tempted to add some extra geometry to those side walls but at the moment the corner piece is finished... I think.

Sunday 19 June 2011

Yet Another Update

The modelling on the roof is done but the textures still need a lot of work. I will create a damagaed version to go on as well. I have also finished closing off the bulk meshes to define the shadows better which you will notice once its in engine.

Saturday 18 June 2011

Improvements Update

Assassins Creed Improvements

I have gone back to my Assassins creed building as part of my to-do list and am planning on revaming it to make it look better.

Improvements
- New Roof
- Close off meshes to create better lighting
- Add Ivy to building
- Generate Unique UV's to get better lighting render
- Add a floor
- Add a texture to the side walls
- Add extra geometry to the side walls
- Add Edging to the roof
- Improve textures

New Roof - WIP


This still needs the tile fixing on it and the texture needs more variation and grime. On the plus side it looks miles better and the poly count is lower as well.

Thursday 2 June 2011

Second 24 hour project

This project didn't got as well as we had hoped. Here are the props for it either way.




Our aim was to use really small texture sizes and our brief for the project was to represent what we do without using any text. The aim of the game was to get the box into the hole. Initially the player thinks this is simple but as soon as you pick up the box it breaks with its contents spilling onto the floor. As you try and fix the first problem more and more things go wrong. We thought this summed up perfectly what we do.

Arran

Monday 30 May 2011

How to create an interactive flash turnaround

I made this tutorial for a friend so that he could present his work. I thought I would release how to do it so other people can use it for their presentation work.

http://www.solent.ac.uk/courses/undergraduate/computer_and_video_games_ba/student-work/predator.aspx

Here is a link showing the turntable working with a character in it. Though this one is more up to date and doesnt have the ugly scroller at the bottom. All you need to do is click and drag. I hope you find it useful

http://www.megaupload.com/?d=XN03O50K

Tiki Panic is out

Play Tiki Panic!

PLAY NOW

Thursday 26 May 2011

Tiki Panic HUD elements

Though time is up we seem to still be working on it. Here is the new HUD layout that we will be using. The font is called Earthquake MF.

Arran

10 Posts a month

So my current aim for 10 posts a month is not doing so well. I blame hand in but now its done I'm going to start putting up my work again. Mainly I am going to go through and finish all of the stuff I have started.

Work To finish
Metal Gear Level
 - Model Remaining Props
 -Texture all remaining Props
 -Texture Forklift With Bakes
 -Fully Integrate Codec

007 Environment
 -Model Remaining Props
 -Texture Remaining Props
 -Redo Lighting
 -Create Post Process
 -Convert to Unity

Tiki Panic
 -Rework non Stylized Textures
 -Bring in remaining Props
 -Improve Beach Area
 -Improve Modular Pieces
 -Add HUD

Assassins Creed Environment
 -Add Ivy
 -Add Wall texture to sides of building
 -Polish

Portfolio Pieces
 -Fix Stalactite texture
 -Make new solar panel model
 -Fix levels for art pieces

Kraft Project
 -Re optimise remaining props
 -Create Lower res textures
 -Bring into Unity


Arran

24 hour Environment Project

This project was to model, texture, light and bring into engine the studio room at the university in one day. I started this at 9 and finished at 8. Overall I was disapointed with the amount of work that I got done. I could of done more. I will attempt to finish this at some point and have added it to the long list of things to finish.
Arran Langmead

Wednesday 25 May 2011

Brains Eden Practice 1 'Tiki Panic'

Me and a few of my friends have entered into the brains Eden jam in Cambridge. In preparation  for this we are doing a few practice ones before we go. Our first game is called 'tiki panic' and it was made in 17 hours from scratch.


Arran Langmead

Monday 9 May 2011

Gusto Games Render

I have had no time to work on this so they will probably not want me but here is wear I am at so far. Stupid Hand Ins.



Arran Langmead

Tuesday 26 April 2011

Gems

Just experimented with creating low poly gems. The effect was created by making a 64*64 texture and putting it in the reflection channel. I then removed smoothing groups. The effect is cheap but it works quite well.
Texture that goes into the reflection slot
Different colours were made with a flat colour in the diffuse slot.
Arran Langmead

Saturday 23 April 2011

Final Images for company 2

Here are the final renders for the art test. I could do so much mroe to it but time is running out and I have a lot of uni work that still needs finishing


Arran Langmead

Thursday 21 April 2011

Cart Contents for art test 2

Creating some objects that can go in the cart. They will be made so they can be swapped in and out. Meaning I can place multiple carts in a scene and swap out the objects that are inside them making the scene more bespoke.
On the left is an assassins creed style mass of hay. I  will experiment with alphas to add to the effect. On the right is a collection of objects I think you would see in a cart. still need to finish texturing.

Arran Langmead

Sunday 17 April 2011

Art Test For Game Company 2 Part 3

Continuation of the art test. I have added the ivy and done some more texturing. This piece still isnt finished. I will add more damage and decals. As well as normal and specular maps. Still not sure what to put in the cart.

Arran Langmead

Saturday 16 April 2011

Art Test For Game Company 3 Part 2

Experimenting with a stylized look at the moment. I havent done any stylized texturing before so this is a bit more of a challenge. After a fair bit of research and tutorial hunting I think i'm starting to get it. Still a long way to got though. Some of the stuff I have seen on the forums have been beautiful. The sword on the left was made by using a tutorial from poly count. The other textures are made by me (wood is tricky).

Arran Langmead

Friday 15 April 2011

Art Test for a game company 2 part 2

Ok so I have just done a total rework on the textures because I was being stupid with them. Now I have a 4 extra texture slots to use. I also fiddled with the cart to give it a bit of wear and tear and changed the lighting so its less intense.

  
 
Arran Langmead
 

Art Test for game company 3

So I might be taking on a lot at the moment. what with my dissertation, life drawing brief, CG brief, 3 art tests and a training game for Kraft foods. But I love too work so who cares. Also I want to thank the game companies that have taken the time to reply to me though I know they wont ever read this =P

Basic blockout of what I want the scene to look like.
Mandatory Props to go into the Treasure chest



Arran Langmead

Ivy for art test


Arran Langmead

Thursday 14 April 2011

Art Test for a game company

This is extended from my space debris art test.
This piece is just a generic asteroid that would be dotted around the environment. I made several different shaped ones that all the fit the same texture

This is a propaganda Sign that would also be dotted around the environment. I did both an ordinary sign and a beat up one.
Arran Langmead

Tuesday 12 April 2011

Art Test For game company 2

Recieved another art test through the university. The brief is to make a cart and a set for it in 5k. We get 10 textures too use for the enitre set. The max texture size is 1024. We have 2 weeks to do this. This is where I am at so far.

Created a blockout for the scene.

Detailed the scene and created a hi poly cart from reference.

Created a low poly cart for the scene.

Created basic lighting for the scene. I wanted to go for something that felt warm. I directed the light to come through the arch to contrast the back wall.

Here I started texturing.

Still Texturing. Added more colour to the light to give it a warm feeling.

Added a window in the corner to break up the wall.


I still have a few things that I need to add. I am going to create a few different objects that can be put into the cart as well.
Arran Langmead

Tuesday 5 April 2011

Stalactite

Currently working on creating realistic rocks for a few projects im working on. I start with a high poly model which is sclupt in zbrush. I use crumple and clay tubes to create the desired effects. Im still working on it but this is a damn site better than my first attempt. Poly count is 645.



Arran Langmead

Sunday 27 March 2011

Scrap Cube

Art test for game company. Still experimenting with presentation work, dont know if I like this one or not.

Arran Langmead

Thursday 17 March 2011

Forklift Truck Presentation Page

I'm still experimenting with different presentation layouts but I quite like this one. I still want to incorporate some colour into my pages though.
Presentation Page
Arran Langmead

Metal Gear Solid Environment - Forklift Truck Part 4

Low-Poly and Unrwap done.
Low and hi-poly side by side

Low and hi-poly side bt side with wires

Unrwap 1 for 2 sided objects

Unrwap 2 for rest of model
Arran Langmead