Monday, October 29, 2012

Turn Based Strategy Game(Work in Progress)

My classmates and I are working on a turn based strategy game in my level design class.  We're using the Unity engine with the "Tile Based Map and Navigation" asset.  I adapted it from a board game I made when I was bored(pun).

This is reference artwork my classmate sent to me.  I made a character model by using the image with Rotoscopy in the front and side views.  I also made weapons and other accessories for each of the four character classes.

My professor taught me about optimization, various techniques used to bring the poly count down.  Since the camera view will be isometric, I saved a lot of polys by leaving out details, such as the eyes, that we'll texture in.  The character and all accessories combined have a total poly count of exactly 597.

My classmate textured the character while I textured the weapons and accessories.  With the texturing done, it was time to  do animations.  There weren't any animators in the class, so I volunteered to get it done.  In about two classes(around 5 hours) my professor taught me the basics of rigging and animating.  I actually found it quite fun getting the models I made to move.




Wednesday, July 11, 2012

Landing Craft (Concept)

 Back Story:  This model came from a project I've been working on for more than seven years now called Steel Gauntlet (Name subject to change without notice).  It's set during a global war in a fantasy type world (Elves, wizards, dragons, etc.) that goes from medieval era weapons to World War 2 era weapons.  This landing craft was first developed around 10 years into the conflict and improved upon throughout the remaining several decades.

This model is a rough concept of how the landing craft works.  It can carry around 20-30 troops depending on gear.  Once the first crafts reach shore they drop all sides and anchor the ramp and sides with spikes.  Any craft that follows anchors their ramp to the rear of the first lander and anchor their sides as they normally would.  This creates a long artificial dock that can get men and equipment to shore faster and safer than traditional landers.  It can also bridge any sized river or lake.  Each pole measures 11ft, so an individual lander can anchor in about 50ft of water.  Additional poles can be brought in for deeper waters.

I wasn't concerned about textures for this model.  It was really only meant for me personally to see a model of an original concept of mine.  I'll consider this a prototype model.  If I ever get to the "mass production model" so to speak, I'll "paint" it.

Sunday, June 17, 2012

Random Item 2: Calculator

 I had this calculator on my desk and thought, "I can do that pretty quick."  Only took about an hour for the entire process from modeling to textured.  I realized a bit late that I didn't leave enough room between the top buttons and where the object angles up, but it still looks fine.

The entire object is made up of cubes.  I'm confident the dimensions are mostly to scale.  I UVed all the buttons(except the + button) together, so I only had to UV three objects total.

I actually hadn't thought how to texture it before I started.  I came up with the quick solution of just throwing something together with MS PowerPoint and Paint, took about 2-3 minutes.  Imported that image into Mudbox and textured the model with it.

The final poly count came out to exactly 250.  If I were modeling it for a game, I would have used a hi-poly and normal map to get the buttons.  That would bring the poly count down to only 10, the amount the calculator body is made of.

Friday, June 8, 2012

Random Item 1: Lincoln Log

I had this great idea to just take random items and see if I could model them.  There was a Lincoln log laying around so I decided to model it.  It was pretty simple.  Used a cylinder and extruded a few polygons.  Textured it in Mudbox.  Took less than an hour from start to finish.  Not sure what random item to do next.  Maybe this calculator on my desk or one of my Lego models.

Sunday, May 13, 2012

Miniature Tank (Work in Progress)

Note to Self:  Take screenshots more often and mention software used.



I'm on summer break from college now, so this next project is purely for fun.  I'm going to try modeling a small tank.  I was inspired by an anime I saw a few years ago called New Dominion Tank Police.

I could model it exactly, but I'd rather just take the basic concept of a tiny tank and make my own design.  For starters, I'll give it just two tracks.  I'll also change the overall shape and profile of the tank and push the turret further towards the rear.  Finally, I'll give it a 30mm cannon and a .30cal machine gun for the turret.

I started on the tracks first since I figured they would be the most difficult for me to model.  At first, I tried making a section of the track, duplicating it and constraining them to a curve.  After several failed experiments with that process, I just used a "square curve" for the shape and extruded that along my curve path.


 Here are shots of the curves I used and the poly mesh generated from them.  I'll update this post when I work on it again.

 I forgot to mention last time that I'll be using Softimage for the modeling.


I had a little time to do a quick block out of the basic shape of the tank.  I wish I had more time to work on it, but it is coming along.  I'm excited to see how it will come out in the end.
 
  I just finished working on the treads.  They look good in my opinion, though I've only been doing this five months.  I'm sure I'll look back on this in a few years and say, "What was I thinking!"

So, something went terribly wrong with the low Poly.  XNormal kept saying it had N-gons.  I thought, "Alright, I'll just fix that."   There were no N-gons anywhere on it.  So I tried getting a normal map from Mudbox...  It didn't work out.


I guess I can still show you how the high Poly came out.  The depression next to the cannon is where empty shells are ejected while firing.  There are hatches for the driver on the body and the gunner on the turret.  There are also view ports and headlights.  On the rear, you can see that the engine is on the port(left) side.  There's also an ammo/escape door for quick resupply or evacuation.  Finally, I put some taillights.


I wish I could have done it right, but I guess I'm not experienced enough yet.  I think I'll work on some simpler models next time.

Low-poly count:  2,890
High-poly count:  143,584

Tuesday, May 8, 2012

Four-Barrel Shotgun

I'm making this blog at the suggestion of my professor.  He says it's a good way to showcase all my skills, workflow and learning processes.  Now, on to my first topic.


 This is a four-barrel shot gun I've been working on for my third 3-D modeling project.  I'd like to redo it, but it's time to turn it in and I don't have enough experience at this point.  I'll redo it in a few years when I improve.

I did all the modeling in Softimage, including the grip shown here.  I've found it faster and more efficient to block out the low-poly model and then duplicate it and smooth and detail that for the high-poly.  However, it doesn't work with round cylinder shapes like the barrels.

Once I finished modeling the high-poly in Softimage, I sculpted a rough surface on the grip and stock with imported textures in Mudbox.  I then used Xnormal to get a normal map.  The grip came out great.


  Finally, I used Mudbox for the texturing.  I only used imported textures on the entire gun. I especially like how the body turned out.  I was going for a beat up scrap kind of look.  I experimented with several colors and found a light brown on low opacity gave the best effect.



Low-poly count: 2520
High-poly count: 166504