So yeah. As some of you may know, im doing computer game design at uni (am at final year) so have been fairly busy with that. working on a number of different projects for the different assignments. this is just a way to share some of the works in progress of mine and hopefully get some feedback as well.
first one is a subway tunnel scene. It's going to be a subway tunnel with lighting/electricals etc. originally i was going to build a model of a train, but time constraints mean i wont get a chance to. instead, im going to add an environmental factor to it- An earthquake rocks the tunnel and collapses it. (still building that). I was going to build the entire scene, but then decided to apply some of my methods i used to use for freelancer modding here- i built it fully modular. this means less work for me to do in terms of models as well as textures.
Another project is a space ship im building. So far i just started off with the basic shape for it- it's meant to be an interceptor/scout class fighter, hence the flimsy/light build of the ship. I still have to add a bit more detail, but the general shape of the ship is more or less complete. here's a couple pictures:
For team project me and my team are working on a mobile endless runner style game (think- temple run, giant boulder of death), and are hoping to have a build out on android/apple store out soon, so will link that here for you guys to download/beta test and give feedback on. we're working on the UI, final polish and some more detail work plus chunk generation currently since we have a deadline of a month to get all our shit done by lol.
finally, there is one more thing im doing- I have to build a level in UDK for one of the assignments. this was a chance for me to test and practice texture painting from scratch, because i usually do photo manipulation instead of hand-painting texture since im not that great at hand painting. Not sure if you've heard of a plugin called "nDo2" for photoshop, it allows the creation of normal maps etc, making life much easier to add detail without having to model/sculpt it into a high poly model itself. i used this -alot- to create the textures for this project. here are a few screenshots (these are a bit old though, ill post updated ones when i get home tomorrow and can take em:
this was the first test when i put it in marmoset toolbag 2 (rendering software basically) to get a feel for the normal maps and ambient occlusion maps to ensure they were done correct before i started painting the diffuse maps:
lol you're a funny guy, sarcasm is a little stale though. sup dusty, are you still holding a grudge because i didnt give you money on eve online and cut off all ties with you and pretty much 99% of the rest of disco when i quit? if it'll make you calm your tits ill send you a few mill isk on eve
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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(02-22-2014, 01:20 AM)frozen Wrote: ...im doing computer game design at uni ...
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here is a quick render showing the tunnel's progress so far: http://imgur.com/2Zsybr7
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With that better focus on architecture design studies.
Well more like I'm guna be focussing on level and environment design since that's what I want to specialize in. The renders of the subway are a bit oldw I'll post updated renders soon as I get a chance. Life's been a bit shaky lately so progress of work has been a tad slow.
The spaceship is low poly atm in that render though I'm adding more detail and making a high poly version to add bake down to a low poly version currently for the normal and ambient occlusion map
The level with the corridor is just an assignment where I have to produce something for a grade or I'd fail which is why I haven't put much effort into it lol