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Archive for the ‘Game Art’ Category
Thursday, September 13th, 2007

Smokey sure has shown a bit of improvement since the first render. I put him in a temporary environment using recycled texture maps from previous projects, modeled the arms a bit more to create little grabbers, but it’s not quite locked down yet. I’m going to make changes to the model to prepare it for animation (such as turning the little pincer claws individually into separate objects ready for rigging). If anyone out there is listening, what do you think? I’d love to see comments.
Posted in Animation, Game Art, Art, 3D Art | No Comments »
Saturday, September 8th, 2007

Here’s more of Smokey the robot. I did a lot of refinement to the legs, mouth, eye area, and jaw mesh. I still need to add detail to the arms which will eventually be much larger than is there, and possible a four-way pincher… like a claw game claw. I’m going to start working on finalized textures once the model is locked down, which should be this weekend!
Posted in Game Art, Art, 3D Art | No Comments »
Tuesday, June 26th, 2007
Here’s the latest render. At this point, I optimized some of the geometry, did a complete UV map and pack, and baked the ambient occlusion and procedural wood. I decided to use the procedural wood rather than paint a wood map because the procedural texture created the soft, clean look I was going for. I can always paint on the baked map if I need to make any specific modifications. This shot was rendered with only the default 3ds Max lights and no shadows. Everything is baked in! Ambient Occlusion + Render To Texture = Awesome.
Posted in Level Design, Half-Life 2, Game Design, Game Art, Art, 3D Art | No Comments »
Tuesday, June 26th, 2007
I think it turned out pretty well, but this is still inside 3ds Max, and has not been optimized yet. I will pack the UVs, tweak the maps, and the glass is there now for reference. We may use separate models for the glass and the table, as they will have to break differently.
Posted in Level Design, Half-Life 2, Game Design, Game Art, Art, 3D Art | No Comments »
Monday, June 25th, 2007
Ian Strandberg and I are working on a Half-Life 2 mod that will be used as game footage in an upcoming film by Devi Snively called “Death in Charge.” We’re creating a genuine mod that will be played and captured to be used in the film. The game itself is called “Blood Splattered Corpse Orgy,” and will be set in a bright, cheery upper middle class suburban home. Then the player kills some zombies, and all sorts of parts fly hither and thither.
Ian has mapped out the basic layout of the level already, and has some appropriate custom textures in place, and I will be doing most of the furniture-building in my role as “environmental artist.” For my first task, I’m building a coffee table (referene pictured). I’m starting tonight in 3ds Max and Photoshop, and hopefully will have something either later tonight or in the morning to show, if not a final product to insert into the game.
If you want info on the *real* coffee table, visit Stoneline Designs.
Posted in Level Design, Half-Life 2, Game Design, Game Art, Art, 3D Art | No Comments »
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