Sunday, December 1, 2013

Boss update


So here is updated progress work of my DFA boss character, his face changed since the last time I showed the boss character but It looks nice. The mud chops seem to have worked well and make me laugh a bit whenever I see it.


I still need to blend in my colors for the piece, and I feel I need to add a pattern on the bottom of his yukuta so it dosent seem to boring. Either way I like my progress on this. 

Saturday, November 30, 2013

Modeling

So far my environment been going pretty well, except my walls weren't modular enough :( I had to go back and remodel some wall pieces but in the end I got them to where I wanted them to be at. I probably will texture and add the cool material effects on them before I head to bed but I guess Ill post the low poly now and show the finish results in tommrow blog.


Thursday, November 28, 2013

Thanksgiving day

So after showing my sneak peak of the environment I built using the assets I had I had to make a digital painting of what the mechanic of my game was so without further a do here it is

Hopefully you guys can tell from the picture but its our siege tank firing a cannon ball into the tower :D


Anyways Happy thanksgiving guys

Monday, November 25, 2013

Sneak Peak

So here a shot from a scene I been working on for Game design class. So far I built alot of the enviorments for the shots needed for the trailer, and its been fun but also given me a headache. Some shots were a little tricky to get but at least set dressing looks nice



Sunday, November 24, 2013

Hk Gun

     So this is the gun I ended up modeling for a complex contraption, still have to rework the diffuse on it because it now is showing the curves from the butt end :( it's not in the normal its int he diffuse, I will try to fix that over the weekend.



    I do want to redo the textures on the gun because the texture it self hasn't really made me say wow at the moment. A lot to do over winter break to retouch allot of the models to make them portfolio ready .

Saturday, November 23, 2013

Spark Particle effects

A little sneak peak at my particle effect that I spend some time making. Realized about 2 hours in that I cant use it for my level but still a fun experiment. For anyone who is just reading this blog there are different types of sparks that produce in "real world". This kind of spark is what you see when metal grinds on metal or some surface as oppose to the electrical POP I want to make my wires do. Ill prob continue working on this one but I will modify it to make a second one for the pop ill need for my environment.

I did not enjoy making this at first because I was a little confused on how to make materials for small particles but after fiddling around I learnt that I can get away with making extremely basic textures and have the emitters do most of the work.

Thursday, November 21, 2013

Just showing some previous work I did in dfa and in my 3d class

The first piece was to make an asset that was below 2000 tri and use only 1 single 2048 texture sheet which could be broken up. The second piece was concepting a design to make a story telling environment. I am currently in the process of modeling that design into a 3d environment :).


Wednesday, November 20, 2013

Boss chracter

    Well its been a while since I blog here but I might as well start using it over again, I been working on a character design that should be a boss character, as I was designing it I was pulling reference from shows like the last avatar, Lord of the rings. As well as little bits from samurai's my imagination.

Still got a long way to go but its coming out pretty cool, I want to give him a flaming sword and the gourd will have spirits pouring out, but for now I am a little tired of drawing him, so I am going to model for my 3d environment for now.

Tuesday, September 10, 2013

Death's Door

For the third toy I decided to make puzzle where things need to be placed in the right order in order to proceed to the next area. ( kind of reminded me of Saw)


You have been captured and put into a room to die. You need to solve problems and or puzzles in order to escape from the hellish rooms that your captors have placed you in and along the way find out why they did this to you.

Possible Obstacles: Rooms have timers to solve problems before you die, either by fire, lack of oxygen, and poison rooms. Multiple puzzles that connect together.


Concept statement: Do or die the choice is yours!



Maze

I was playing an iPhone game called bricks where you have to move objects out of the way to get to the end goal. With that in mind I wanted to see if I could make something move through either a puzzle or maze. I wasn't able to create the brick game for a few reasons 1. when I was able to move an object it took a lot of  key mapping and wouldn't allow me to move other objects. 2. I didn't know how to let the player control two objects at a time.


You are Catbug. You travel through space and time to get to one dimension from another. However sometimes there are blockages in the space time continuum and you must solve how to get to the center before time runs out and you are trap there forever.

Some Obstacles that could occur. Maze walls may move to trap Catbug, Nasty Monsters chase after you and will try to eat you before you can get out, or the walls will sometimes collapse and kill you :O


Concept Statement- Be Swift, Challenges await


Friday, September 6, 2013

If you can dodge a wrench you can dodge a ball

So for my first toy I decided to make a gun that could fire dodge balls and I played with the projectile flight so it would bounce off solid objects unless it hit a player. Left and right mouse button will fire a different particle.

You are a simple peasant of the world BALLZ. Your family being poor has asked you to compete in arena matches to the death for both money and fame. Will you be able to become the grand master dodge ball champion or will your family lose their only source of income.  (and probably die from being poor and stuff)

Concept statement- Watch out for my balls

Obstacles- Could build an arena and dodge balls that fly at you. Could play arena games like how paint ball games are played.





Friday, August 30, 2013

NY Subway Mod-Kit

It still a work in progress but I figure I post something I done in 3-D class about modular pieces.


August 27-28
9+ hours
So the due date for the project is winding down and I still have a lot I want to do with it. Here are some thoughts and my process in making the modular Kit.

I never liked my old bench because I couldn't do much with it, So when I reworked the models for the bench I broke them into three pieces. Dividers, Side piece, and lastly a back piece, by doing this I was about to have more freedom in versatility. Built it once, grouped them and had the ability to make planks or any other construct using wood. 
Like the bench I reworked the pipes, same reason as above but also because the UV were mess up on the older models and would of taken longer just to fix the problem rather then breaking down the kit.
Testing out one of my textures on bsp that I wanted to all connect correctly, I wanted to make a texture that I could slap onto bsp but realized that putting on a static mesh/plane would allow me to concentrate on other things.


Aside from some bad light maps I put to much spec on the floor that made the floor look extremely clean and shiny but we all know that the subway floors don't look that polished. Another thing I have to work on is how to transition my two texture together.so its not a complete eyesore.

Over all I enjoyed the project but I need to polish up quit a bit on the map to make sure it can be put in a portfolio.

Areas of improvement or to fix
Texture/Spec- for floors and steel
Steel beam needs to be reworked for transition and because I don't really like how it looks.
Vertex painting to break things apart
and of course some time to set dress and light a bit more :)

August 26
2 Hours
Adding files to UDK and bringing them into the world just found out some textures were being a pain and or need to be replaced, Some of the things I thought were going to be in a beauty shot ended up not needing a high resolution on the UV map so I will have to rework the UV
 What I am realizing is Maya and UDK aren't liking each other at the moment and have been changing where my pivot points are :\ Ill have to go back and see whats causing them to go amok






August 25
2.5-3.5 hours
 Started UVing the models today but ended having to restart a couple of times just to get back into the motion. Added some details and found some base texture and started the FBX process


August 24
3 Hours
   Added more details and more parts to my modular kit today. Ended up cutting back on some models due to time constraints will still try to add the subway cart if all goes well.
 
This is how I have been modeling the subway cart not much of a reference but I cant seem to find an ideal images for a subway cart so most of it will be done by me guessing hopefully it will come out nice.




August 22
        NOTES
 Some notes I got from the first modular kit block in.... So I have to add some more parts to the kit

I feel the pivot on the cylinder would be better placed at the bottom center
Very limited with the kit pieces
The cylinder is awesome.

Gabe


your pivot placement is alright minus the cool tapered  cylinder It would probably work best in the center.
You may need more pieces to model It feels like their needs to be more. with the kit. I couldn't make an interesting environment.
Luis f Gutierrez

A cool construct Luis made was a gun


August 21  
Hours worked : 1 hour
Ended up making the subway out of the block in pieces I realized that I may need about 3-4 pieces more to make smaller details for tracks and of course to make the train itself but overall I chose to make a middle platform and a side platform where people can exit the subway and get on the train.




I could of made another subway system since there are multiple environments you can build from it but I decided to see if I could make a scaffold system but because of the trash cans I think it may of floped a bit. It could still be salvaged once I add my extra two pieces into but we will see.


August 20
Hours work: 1.5-2 Hours

 I am making a subway scene at the moment and I wanted to see how I would be able to create a subway scene with the most optimized amount of modular pieces. I ended up coming with 5 main rough block in, all of them are no where near done but I needed to block in the areas to make sure it would all work.
Here I located what pieces I needed to be tiled and or repeated in different segments



The main blocks that would build my subway
___________________________________________________________________________________________________________________________________________________________________________________
August 19

1.  Desolated Enviorment (NO)





2. Twin tower/ building scaffolding(NO)






3. Command center future/current (NO) Could work but I believe to many people will also try to do this idea.


4. Subway (YES)

Friday, August 23, 2013

Brain Storming Game Mechanics





I ended up having some fun doodling while I thought of these but these are a quick 20 mechanics I thought of :)