Sunday, 31 August 2008

Zombie Apocalypse : Psychosis Rising

I've joined a CSS modding team currently creating a total conversion mod for Counterstrike Source.
My job is Modeling/Texturing props that will go within the game. I am excited about this as it's going to help with my portfolio as well as get me some nice experience.

Heres a quick overview of the game which can be found on their site as well

http://www.za.disruptstudio.com

"The Plans of the Zombie Apocalypse: Psychosis Rising team are to create a realistic world, consumed by a government chemical that has escaped. The chemical agent Toxin 139, that government kept secret for so long has found itself out of the labs and out on the streets. The Chemical stays dormant inside of ones body until death, then wakes up and brings the body back to life with little or no memory. These revived bodies have no soul, no remorse, and absolutely no thought of right from wrong. They exist for one purpose; to destroy mankind by devouring them. Zombie Apocalypse: Psychosis Rising is set eleven months after the initial outbreak of the chemical Toxin 139. Few survivors are left in the world. You and others must band together and make your way out in search of a place to call home. With few weapons and no food, you are on a journey to search for supplies to help your survival. You hear that there are military units still alive, roaming around searching for survivors. The game will contain large maps which are connected to each other to make one long run. Zombie Apocalypse : Psychosis Rising will contain over 20 different types of weapons ranging from everyday items to military weapons. We dont want to spoil all the plans, we'd rather keep it a surprise, but if you stay active with us, on forums or stay in chat on the steam community group, we might decide to release some new previews for all of our fans."


My first assignment was to model a road barrier, I was told that it shouldn't be higher than 2k polys, and that it should be textured as-if it had been affected by wear and tear, I took this into consideration and added a little destruction to my model.

Heres what I came up with:




You can click the image to enlarge it.


Friday, 29 August 2008

Vending Machine!

I've modelled and textured a vending machine - here is what it looks like!

Model:



Render:



UVW:



Normal:

Thursday, 28 August 2008

Speed modelling competition



I've entered a competition on http://www.game-artist.net to speed model a low poly helper robot.

Heres my entry:





My idea is a bomb disposal robot for the police. Modeling took 25 minutes and I used up my poly count pretty fast.

In some ways I feel unsatisfied that I can't add lots of detail to this, but as I learn about texturing I understand that low poly objects can still look great if you paint great textures.






Sunday, 24 August 2008

Fire Axe ! - Zombies!


Today I've got an early start to keep up for my lack of work yesterday.

I've created a fire axe and UVW mapped it, I'll be texturing it with a zombie theme - so some blood may be expected ;)
I hope to create 2-3 and texture different melee weapons over the course of today and tomorrow.


Modelling took 10 Minutes.




UVW Map took 11 Minutes. 1024x1024





Texture




Render



Bump





Texture took around 1 hour.

Saturday, 23 August 2008

No work today!

I didn't complete any more models or texture work today sadly.

I've decided to put texturing the Glock on hold, I don't believe I am capable of doing it right now and I would prefer texturing easier things , rather than making no progress on a hard object - I think it's easier for me to learn this way.

This means of course I'll be working twice as hard tomorrow as I model and texture something else.

Friday, 22 August 2008

Glock 18 - Textures

So I've got my model and my UVW's done, now comes the texturing process - I am still an amateur at this so I suspect it will take me about 2-3 hours to texture the whole thing.

I'll update the blog in approx 4 hours with the finished texture, how I did it, what I have learned, and a few renders.


I am hoping to do the Top of the gun Shiny silver and the rest gun metal black.


See you soon!


Update :

I started laying down the base layers and blocking out large detail of the Glock.









Due to File loss I have had to restart this texture, Updates coming soon.



Update :

I am starting to learn about adding depth during texturing! This is exciting.

Thursday, 21 August 2008

Glock 18 - Model and UVW


Today I completed the model for a Glock 18 of which I hope to fully texture within 2 days. My polygon budget was 500 as this was meant for the Source engine (Valve) and the gun came to 450ish.

Things I got done today:
Model
UVW Unwrap

To-do:
Texture/Normal/Specular

Heres two renders.






the UVW map:


Wednesday, 20 August 2008

So it begins.


Welcome!

This is the first post in this blog of which I hope will last more than 2 years - So I can cover my progress throughout my next course ( BTEC National Diploma ), So I can see how I've improved and obtain valuable feedback from other artists and college friends.

Each day or every few days I'll post a new model or texture I've been working on - what I've been up to in my world ETC.

So heres the first one.

I don't know where I got inspiration for this.. Just know that I was bored, Very bored!

You guessed it, of all things - It's a bollard.

Heres the render :




I used a 512x512 for the texture, Photoshop CS3.




Normal/Bump was 512x512.