Wednesday, February 10, 2010

Clean texture concept, Distressed texture concept.




This is concept art supporting the distressed version of my character as well as an updated version depicting him as clean. The clean texture will be used in various parts for the game. The distressed look will be used for the first level of the game after his encounter with an explosion.

The outdoor pea coat shown earlier will also be added at times in colder weather.

Tuesday, February 9, 2010

Base mesh


This is my base mesh that I will be sculpting on for my final model. I plan to retopo, optimize my mesh, and add triangles in places where needed. The focus of this mesh right now is creating volume for sculpting with quads.

He's a bit large at the moment, that will get toned down.

Practice Mesh



I created this mesh in Luxology Modo 401, this was the first time I used Modo and it is very nice. With shortcuts added for a few of the modeling tools it's really nice. I get crashes occasionally when using the loop slice tool which is similar to connect in max.

2205 polys only a few tri's

Photoshop Wood Grain


I made the wood grain from scratch for the gun concept. I'm sure this has been done many times before but I stumbled upon it while working the other day.

Here is how I did it, the picture shows what is on each layer you need to create.

Step 1- Scribble two different browns on a layer as wood grain may look. (Pic 1) Then duplicate this layer

Step 2 - Use the Filter>Stylize>Wind a few times on each of the layers, Stagger seems to work best but use one of the others on one layer to make it different.

Step 3- Adjust the hue and saturation of the second layer to create a nicer color blend to whatever type of wood you like. Also you can offset the second layer a bit so it isn't in the exact same spot as the other layer.

Step 4- Create a lighter wood color background or any color you prefer.

Step 5- Use the Gaussian blur filter to soften the edges of the grain, a few pixels will work.

Step 5- Add an adjustment layer to the group of layers and change the hue and saturation to your liking.



I duplicated this group along the gun to create the final wood. I used the smudge, clone stamp, and liquefy tools to fill in areas that looked wrong or uninteresting.

In the lighter wood color pic you can see the grunge/shadows that are on the end of the gun.

Character Concept Art








This is the concept art for my character, I changed his shirt to white because white was more commonly found in this era.

The carbine is based off of a the Lee-Enfield Royal Irish Constabulary carbine of 1904.

The machete is inspired by browsing many machete designs and handles.

The brass pieces on both weapons will be tarnished and less ornamental.





Character Description


The purpose of this blog is to document the process of making a character in my college class. The character I will be working on is to be used in a 2d Unity based adventure game. The main character's name is Conall Healy. Conell is a scientists assistant (Nikola Tesla) whose life changes drastically when he is on site with dangerous electrical equipment and there is an explosion. He has the ability to use electricity and matter to his advantage. From then on he fears being used as a weapon in the early 1900s, a time of war.

The time period the game will take place is roughly 1905-1930. There will be at least two texture sets applying age to the character to differentiate between play levels as well as an initial grunge texture set for the first level after the explosion.

Character is Irish in descent, will travel to Brazil in later levels and will primarily wield a machete during that time frame. He is handy man and knows his way around a tool box, he will be able to lightly modify weapons.

I described this character to my roommate and he quickly sketched some drawings so I could have something to start with in photoshop.

Here is the contact sheet