2010/05/31

Environment work #4

With a little under 3 weeks remaining on this project I've finally managed to begin work on the third scene. Doorway Cave. Need to mess around with the lighting a bit more, do up some proper textures, and then the rest can be done in Photoshop.

Reference picture:

Screenshot:

Preliminary Render:

I think each of the scenes is shaping up towards actually being presentable now, just wish I had more time to work on them before I have to start rushing. So much to do so little time.

Here are the latest renders of the other 2 scenes:


2010/05/26

Zombies build 3 #3

More texturing:

Tower 1:


Tower 2:

2010/05/19

Zombies build 3 #2


Now that the work is becoming more streamlined I've been tasked with creating a design document outlining what it is we are creating. Here I go.

Design document

A rundown of the original concept can be found here.

Zombie is a top-down strategy game with RTS and tower defence elements. The object of the game is to control a squadron of soldiers in order to complete a set of objectives ranging from protecting the base from endless hordes of the undead to securing a section of the map. Using the mouse to move units, the player can construct walls, light towers, and offensive torrents. Gameplay runs along a day-night system where construction and repairs can be done during the day and zombies spawn at night.

2010/05/17

Environment work #3

Giving the beach a bit of a rest while I try and get skeletons of the other two scenes up. Today I'm working on the Dutchhill Mansion. A simple hallway render from inside the sinister haunted house. I've put a temporary texture on the floor and door to give example of where I'm trying to head with this.

Reference picture:

Screenshot:

Preliminary Render:

2010/05/12

Personal project #2

Here is the screwdriver I managed to model last week before the power died. Haven't had a chance to texture it yet or adjust the polys but it looks pretty good at the moment.

Zombies build 3 #1

Onto build 3 then.

For starters I worked on lowering the poly-count of my Zombie as much as possible so we can spam the game with them. I got it down to 300 polys and decided not to mess with it too much more lest I have to start building the model again from the other side.
Accomplishing that, I am now working on texturing the other game models with James. Going for as simple as possible. The fire hydrant and the post box are actually the same texture.



Still a lot of buildings, etc. to be done though.

2010/05/05

Technical Difficulties

Today I was making good progress on each aspect of my work.

Did some work on my environment scenes, worked on lowering the poly-count on my Zombie, and even modelled up a screwdriver as part of my personal project.

Unfortunately, the power-grid for the entire area of Southbank went kablooie. Almost everyone lost what they were doing. I should be alright (as long as the files stayed clean) as I had just returned from lunch and everything was saved before I left. Won't know for sure until I get a chance to use a computer with Maya on it, but I pretty confident that everything's okay.

Important note: Always save your work. (just in case)

Environment work #2

A bit more work on the beach scene. Stretched the ocean to the edge of the frame, and thrown a rough texture on the components. I've even included the door in this one, might need to position it better though.

Screenshot:


Render:

2010/05/04

Enivronment work #1

As another part of my course I am required to produce three environment scenes of high quality. Admittedly I've been a bit slow in getting started on them but I have finally begun the ball rolling today. I've decided to document this project here as well.

My goal is to recreate three scenes from Stephen King's Dark Tower series. The Western Shore (Drawing of the Three), Dutchhill Mansion (the Wastelands), and Doorway Cave (Wolves of the Calla). So far I've managed to start work on Western Shore without any major problems.

Reference picture:


Screenshot:


Preliminary render:


I didn't get a chance to finish stretching the ocean to the edge of the frame, but I think it is turning out pretty well. Now just need to get to work on the other two scenes and I should be headed in the right direction.