Friday, 14 June 2013

0001_Table_1


So, this is my most recent endeavor. Now that my A-Level exams are nearly over, I have been able to devote more time game design and art. This is my first real attempt to combine the two. What you see before you is my first ever dive into 3D modelling, using a student version 3DS max. I call it the table, although it's official name is 0001_Table_1. I suppose If I aver make more than a thousand models then I'll be needing another 0, but that will do for now.

Anyway, technically this is my second model, but the first one was following a step by step instruction guide in "Master Unreal Technology" Volume 1 to make an futuristic arched doorway. This was a solo endeavour, well, nearly. I did skim over a few tutorials in order to get started and to get some ideas. But yeah, if you ignore that everything you see before you came out of my head.

I modeled the table in 3DS max, Textured In photoshop, and the shot you see before you is a realtime still from within the Unreal Engine. The lighting seems kind of bugged up in places, and the shader for the table is kind of simple, with only diffuse, specular and normal maps, but it's getting the job done. Frankly I'm just exited to have followed the modelling process through to completion, with a working in-game asset!

Now that I have the basics I will continue modelling away until I am able to recreate my dad's TR6, once I am happily at that level I will proceed to learn animtion and enough unrealscrip to program a working vehicle.

Ambitious, I know, but you don't get anywhere without trying. Of course, I also have to practice drawing and art skills, as well as finish reading several books on game design and 3d art that I have, but you know, I like being busy.

Sunday, 10 June 2012

Why Level Design Rocks


   “A chance to build cathedrals, entire cities that never existed, things that couldn't exist in the real world” – Inception

I want to make games! 
    More specifically I want to be a Level Designer, but I’ll get on to the (quite notable) differences later. Upon hearing those words, most people scoff, if not out loud, then almost certainly inside their head. I suppose I can’t blame them, when you think of games, the first things that come to mind are certain mindless modern combat shoot ‘em ups, or pokemon, or space invaders. They probably see you as attempting to fulfil some childish fantasy, not seriously considering a career and lifestyle choice. You don’t even need to take that last part about it being a lifestyle choice with a pinch of salt; while the stereotype of some solitary, supremely nerdy guy, in desperate need of any kind of female attention, sat behind a desk, staring at a screen for 24 hours a day, is 100 percent false, there is obviously a lot of screen time involved, and designing games does have a habit of becoming all consuming. There is a good reason for this however, which is one of the things I shall be trying to convey throughout the course of this book/pamphlet/thing.

So, what is Level Design?
   To shamelessly steal the product of a quick Google search; “Level design, environment design or game mapping is a discipline of game development involving creation of video game levels—locales, stages, or missions. This is commonly done using level editor, game development software designed for building levels. Level design is both an artistic and technical process.” But that makes it seem a heap less interesting than it actually is. Imagine if you will, a work of art; a beautiful painting, of rolling landscapers, massive futuristic cities floating in the skies, skies vast and full of strange and wonderful creatures. Now, hold that image in your head, and turn that piece of art into a real place; a place that you can walk around, explore, and spend hours in, discovering every nook and cranny. It is a Level Designer job to create these places, although not without help.

To Be Continued...


More Stuff


Scene for Some Columbian Guys I'm working with

 Test to see how effective Snow is at hiding low quality level desing
VERY VERY early wip of a big project I'm involved with
Slightly Less early but still super early wip of a big project I'm involved with
A Birthday Card I made for a friend
Me trying to use photoshop, again.

Sunday, 20 May 2012

UBER GRASS

Well Technically It was meant to be moss... But You Know...


Sunday, 13 May 2012

Hogwarts!

Newest Version:

So, Hogwarts! Before I say anything else, I did not model this, this is not my project. However, I saw that some guy had modelled the great hall and a few other sections of Hogwarts, and thought, hmm, I could show him how to make that look a million times better.

So, after contacting the guy and offering to help, what you see is my first stab at "Prettifying" the great Hall. I have added reflections to numerous surfaces, falling snow from the ceiling, a few other small tweaks, and of course the lighting itself.

Older Version

The image below is the map as he sent it to me, with the original lighting.

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


By no means am I done, I just needed to show the guy where I was at with the lighting.

Let me know what you think of the changes. :)

Wednesday, 9 May 2012

What Happens When I'm Ill

Seeing as I only have a week until my exams I could probably have used my time in a slightly more efficient fashion. However, I was restless, and when I'm restless I make things. This is the product of a few hours messing about in Photoshop.

Inspired by the concept of this "http://www.indiedb.com/games/wake-up-call", an indie game that is currently in the earliest stages of development. I'm not really talented enough to be doing concept art for them, but there's nothing to stop me from doing an... umm... creative response. 

Let me know what you think!




George Hulm.