I've been procrastinating like mad recently, doing anything other than something artistic. I've even been done some coding, that's how it's gotten. So I decided to do a still life to shake the rust off a bit. I plan on doing a lot more of these in the following weeks.
Bear in mind that it's sunset, and I'm currently living in the darkness since the fuse for the main lights blew a few days ago.
Thursday, 3 May 2012
After I'd handed in my work and officially finished for the academic year, I set about jumping straight into a personal project, which I've been working on ever since. It's something I've wanted to do since my first year.
Real-time strategy games were big in my first few years over in this part of the country, namely Command & Conquer: Tiberian Sun. It was an old but interesting game, featuring two distinctive factions with differing sci-fi appearances.
I wanted to create a small batch of assets for a RTS game, to practice low-poly modelling. My inspiration for their designs came from games like Morrowind and the Eldar race in Warhammer 40K, and many of the cultures in Farscape. Anyway, less talk, more pictures.
So here were the quick concepts I did for the project. Not brilliant pictures by any standard, but their only purpose was to visualise ideas quickly, so I wasn't aiming for anything else. Two infantry (light & heavy), and several structures (HQ, Barracks, Furnace, Gate/Wall, Power Plant, Watchtower).
My first task on this personal project was to create the first character model, a very very low-poly character. I used the technical specifications of a current-gen realtime strategy game (Command & Conquer 3) as a base, which meant triangle counts under 800 and texture maps 128x128 in size.
Anyway, this is a work in progress of the Jackal character, a heavy infantry unit.
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