I did this illustration for Crimson daggers Bloodsport challange. The theme was guild of golems, Basicly having a character and a golem that fit togheter design wise and present them in an illustration.
I kind of stressed through the first studies, wich left me with a problematic composition, stiff poses and not so hot character designs. In the end I tried to save it as best I could, for the purpose of finishing. It was fun challange, frustrating, but fun.
Back to studies.
måndag 24 juni 2013
måndag 14 januari 2013
Character WIP
Began working on this character a while ago. Making it in collaboration with my friend Aliosha, who'll eventually sculpt her. She's made with the premise that she would fit in a fictional Assasin's creed game as an npc of some sorts. Btw check out Aliosha's blog blog.
onsdag 7 mars 2012
Gate Progress
This Gate will be the Semi-hero prop of the level. The polygon budget for this prop is between 3-5000 tris. Texture wise the target budget is a 1024x1024 for the gate house and a 512x512 for the doors. The gate is currently getting a detail pass in Zbrush.
Enjoy!

Reference board for the gate.

Basic block model. For game testing and to get the correct proportions down.

Pre Zbrush highpoly

Pre Zbrush highpoly

Test level
Enjoy!

Reference board for the gate.

Basic block model. For game testing and to get the correct proportions down.

Pre Zbrush highpoly

Pre Zbrush highpoly

Test level
tisdag 28 februari 2012
First post and past work!
"Bellhouse" a japanese temple environment I'm working on. It's a 2-4 player arena map made for a thirdperson melee fighting game.




The texture is a work in progress.


The Lantern is modelled in separate parts without any "open" geometry, which lead to a higher triangle count. This was done because the object will be controled by physics in game. The texture is a work in progress.





This is the basic level layout. Done in isometric view for easier "building" in 2d.

The "Block in". The major props and hero pieces are roughed out and brought into UDK as quickly as possible to ensure that the scale and the flow of the level is working.

Miscellaneous props and game assets

A piece of a mattepainting done for an unreleased XNA adventure/puzzle game.


Platforms for an unreleased XNA adventure/puzzle game.






The texture is a work in progress.


The Lantern is modelled in separate parts without any "open" geometry, which lead to a higher triangle count. This was done because the object will be controled by physics in game. The texture is a work in progress.





This is the basic level layout. Done in isometric view for easier "building" in 2d.

The "Block in". The major props and hero pieces are roughed out and brought into UDK as quickly as possible to ensure that the scale and the flow of the level is working.

Miscellaneous props and game assets

A piece of a mattepainting done for an unreleased XNA adventure/puzzle game.


Platforms for an unreleased XNA adventure/puzzle game.


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