About Me

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Cardiff, Wales, United Kingdom
I am Ollie Elliott. I studied BA Computer Games Design and got a 2.1 with honours at Newport University. I'm from sunny Somerset. This is my blog. It's about different things. Go away.
Showing posts with label Project Steel. Show all posts
Showing posts with label Project Steel. Show all posts

Saturday, 13 October 2012

Spillin the beans (Part 2)

 Welcome back to Spillin the beans! This post won't be as in depth as the last, nor will it be about Spillins as he has been sent off for rigging by master animator Steven "Crane Style" Craner and so I haven't done any more work to him.
 Instead I've been doing various bits of environmental modelling and texturing so this is going to be about that. Hopefully there will be something of interest in here for you and if not it's always nice to document the work that I've done. Anyway...
Awwwwww here it goes.....
 Also we have a new Facebook page for the game (click here) and it needs your likeage! Anyway...
Awwww here it goes.....

Lever

 My first port of call was to model and texture the lever that appears throughout the game to open doors, gates etc. The model itself didn't take too long but the texture did take a few hours as it was the first thing I'd textured in a long time. I don't tend to keep my layout clean as I don't really see the point with this kind of model but with characters etc it's obviously better to make the most of space with the UV layout.
 Here's the texture map of the lever base, I was going to post the separate handle texture but it's even less interesting than this:
  

 And here's the model textured and in-engine (without lighting built, that's why it appears to be lighter than the rest of the environment):



 Hopefully it will stand up to being a recurring environment piece!

Chest & Graveyard Wall

 For the next two assets I've only needed to do the modelling so far so no texturing here.
First up is the treasure chest. It's not remarkably different from the treasure chest you imagined when you read the previous sentence but I tried to jazz it up a bit with handles and pointy bits so hopefully it's unique enough to fit into our world. Here's a render of the model: 


 Second is the wall and gateway that separates the regular citizens' graveyard from the VIP tombs (I think). The concave side (citizens) will be stone bricks and the convex side (VIP) is built up from large rocks and boulders. Here's the render:


 Will possibly be texturing these next week so look out for them.

Flower Bushes

 Here's the one you've all been waiting for. Don't pretend you haven't. I know you have. Here's the flower bushes (I textured, Pete modelled):

 And here's the texture map which I think looks pretty funky:


 Well that's all for Part 2. Hope you enjoyed, more will be coming soon. Please like the Facebook page if you haven't already and help support and promote the game!
Bye.

Tuesday, 21 August 2012

Spillin the beans (Part 1)

 It's been a quite a while since my last post. I've got a job now and have been working on stuff in the rest of my free time so that's why! But here I am again with a big update specifically about my work on Project Steel, which has since become 'The Seeker'.
So yeah this post is going to be a recap on where I was up to in the design process of the character Spillins last time and, from there, cover his progression into a 3D model in-engine. There will be some ground I've covered before but hopefully enough new stuff to be interesting. Aww here it goes...

Character Design


 With a pair of sketches of Spillins that Pete drew last year as a starting point I began work on the character design concept drawing. Using reference points such as famous historical explorers, american mountain men, and Yoda, the drawing took shape and finally ended up as the image you can see above.

 While designing Spillins I made a conscious effort to make him as recognisable from a distance as possible. As he is such a mysterious character and will occasionally appear at long distances unannounced it is important that his design catches the player's eye so that they don't miss him. The two main factors I took into account were his silhouette and his colour palette. 
Giving him a large rucksack, bulky figure, and bald head combined with a red coat with white fur (based on an image of the aforementioned mountain men I found) will hopefully mean he stands out against both the white mountains and the dark green forest settings of the game. 

Orthographic Drawing


 With the concept drawing complete the next step was to create an orthographic drawing of the character to aid the transition into a 3D model.
 I suffer from the problem of not being able to draw the same thing twice so, as you can imagine, I'm not a massive fan of this type of drawing. Luckily however I knew before I started that I would be modelling Spillins so I didn't have to go into a serious amount of detail as I could visualise the missing pieces in my head, having come up with the character's design myself. Had I had to pass the drawing on to someone else for modelling (or if this is the case in the future) I would have gone into a lot more detail to make sure they understood exactly how he is meant to look.
 Having said all that, the orthographics were fairly painless to draw and I had a good image in my head of how Spillins was going to look as a 3D model.

3D Modelling

 I was so glad to get into the task of modelling Spillins. As much as I'm satisfied by finishing a drawing, it doesn't come close to modelling, which I find constantly rewarding.
 There's little to say about modelling the main bulk of the character's body, arms, and legs as it was so trouble-free and quickly finished. The video below shows the body at an almost finished stage with a placeholder head:



 Once the main body was finished I moved on to Spillins' hands, which turned out to be the most frustrating but ultimately rewarding part of the model. Although the topology isn't great I'm incredibly happy with the shaping of the hand:


 Next was probably the most important part of the model, the head... The following image shows the head throughout the process growing from a random bunch of polygons into something more recognisable:


 And here's the head at this point on a partially accessorised body (rendered in Maya):


 After quite a few hours of developing and tweaking the head is complete. Following that more accessories are added and the model is complete and reading for engine testing:


 And again with the wireframe visible (don't forget to view the pictures in full size!):


 I'm pretty pleased with the model's poly count (weighing in at just under 4000 faces) but obviously still have much to learn when it comes to low-poly game modelling (and modelling in general of course). Since finishing the model I've found some great topology pictures of Assassin's Creed Brotherhood characters which have insanely low poly counts and which I will be using very closely as reference points for future character modelling. 

 To wrap up this part of the development of Spillins I give you him in-engine (UDK) with a rather jazzy sandstone texture (unfortunately not two-sided as his bag strap is invisible):



 I hope you agree that he's looking good and hope that this post offers a bit more insight than usual haha! Next time I will hopefully have the model textured and possibly rigged, but that's all for now.
BYE

Friday, 29 June 2012

June 2012 dump

 After the tidal wave of posts in May I've been relatively quiet this month. I have done some stuff though and here it is...

 I've started working on the orthographic drawings for the Project Steel characters and this is the first completed one, Spillins. Normally I'd tidy up the drawing with clean lines before signing them off but we've decided that I will be modelling him so there's no real need as I have a good enough picture of what he looks like:


 At the very end of last month I also released episode 2 of my lego-style minecraft instruction videos so here it is:


 Finally I have set up a DeviantArt page (http://enormousblogodile.deviantart.com/) to post and promote stuff. You can get to it via the other sites/contact list on the right of the blog.
bye

Tuesday, 22 May 2012

Project Steel Character Design

 Finally finished the character concept drawings I've been working on for the past few weeks. They are for Project Steel, a game I am working on with a few friends. So yeah, I'll let them do the talking:

Captain Hawk

Adam Adams (First Mate)

Gunner (waiting for a name)

Rascal (Quartermaster)

Twin Deckhands (waiting for names as well)

Spillins (Mystery Man!)

 Very pleased with how these have come out. The recent drawing practise has paid off I think.
Let me know what you think. BYE

Thursday, 17 May 2012

Yogdrawing + Project Steel

 As some of you will know I am a massive fan of The Yogscast. I decided to do a drawing of their most popular minecraft series so here it is: 


 I'm very pleased with how it came out. It's a similar style to my Mario and Luigi pictures but slightly less creepy I think.

 Also here is a silhouette and scale image of all the character designs I have been doing over the past few weeks. They are for a game I am currently working on with Pete and Ollie called Project Steel, at the moment, and you can get more information on the current build etc by clicking on this exact text which will take you to Pete's blog.


 Full character design drawings coming soon!
bye.