Sunday, 10 March 2013

The Ship (2006)

One of the Assassin's Creed games had multiplayer, which was praised for being unique and interesting. I agreed. But I just found this;

Based on a 2004 Half-Life mod. The company that made it went under due to poor sales. I found this totally by accident, but it pre-dates the Assassin's Creed multiplayer. Funny how these things always seem to be based on mods..

Wednesday, 6 February 2013

FMP Notice.

Just a quick note, updates over here will probably grind to a halt, I'm focused on the FMP blog for the duration of this project. Any personal stuff will still be posted as it progresses.

Saturday, 26 January 2013

Beyond Boulder Dome

There's a mod in the works for Fallout: New Vegas called "Beyond Boulder Dome". It's based on a concept established in the cancelled, pre-Bethesda Fallout 3, known then as Van Buren.

These character models in particular stood out to me as pretty damn impressive for a mod! They've got a slightly Borderlands ish look to them, and I mean slight. It's maybe the outline on certain elements within the mesh. 

Friday, 25 January 2013

Personal Project: Gunnar #2

Thought I'd do a quick update since I've been tinkering with the model. I've been changing various parts and pieces mostly as experimentation. It's now leaning more towards a re-imagined version of Gunnar, which I'm not too fussed about as it's just a personal piece, for fun. 

I might just do both, since I have the original, 2000AD design model finished. It all depends on how much free time I have, though.

Wednesday, 23 January 2013

Personal Project: Gunnar

So, a while back, I got into the 2000AD series Rogue Trooper. I've already read through all of the original story. I've been loving it, and for some reason I love the designs too. There's just a weird clunky, industrial, Vietnam-era feel to everything. 

Anyway, as a bit of personal practice, I had a crack at making 'Gunnar', Rogue's G.I Rifle containing the biochip of his fallen comrade (aptly named 'Gunnar', like they knew he'd die and end up in a gun). I started off following the original design (working from the blueprints in the back of one issue) but I'm leaning more towards a mash-up of the two now. I'm mixing the original 2000AD design with Rebellion's altered design from the 2006 game. 

So here's a work-in-progress. I haven't had a chance to work on it in a while, but hopefully I'll be able to pick it up again soon.

Thursday, 17 January 2013

Random Artists from the Web..

I just kind of stumbled across this guys gallery the other day whilst doing FMP research. I like the old ship most of all, but his sci-fi creations are pretty nice too.

I also stumbled upon this artist, though my initial interest soon waned after I browsed page after page after page of booby female sculpts. Thought he was worth mentioning, though, just because he recreated the Horus Guard from Stargate, and I love that show. 

Wednesday, 9 January 2013

Babies first zBrush

Simply put, I used to hate zBrush. It annoyed me how overly complicated everything was. So I just tried to ignore it, like you would an annoying pet. I always felt that modelling inside zBrush was like modelling inside an Escher painting..

Well, today I decided it was time to stop faffing about and actually learn zBrush. I've tried and failed in the past many times, but I think this time I managed to get my head around the basics. I figured out a basic workflow that allowed me to get stuff into and then out of zBrush, as well as the preparation and finalisation stuff in Max.

I made this (odd) key. Note the doornob on the top instead of a ring. I don't even.


The Art of Fallout Online

Fallout Online never happened, for numerous reasons, but it's artwork still floats around. I've always loved the aesthetic of the Fallout universe, with it's retro-futuristic designs and grim frontier-like world, so this artwork is so damn appealing to me.

Tuesday, 8 January 2013

Why hello there, 2013!

Probably the hardest part of the Christmas break is getting back into the groove. You spend so much time trying to unwind, and then when it comes to starting back up again it's almost alien to you. So, yeah, it's gonna be a little bit of a rough transition, but I thought I'd start back up again with a short recap of the first term.

Project # 1 : The Rooftop

From the start, I knew I wanted to create a sci-fi themed environment. However, I wasn't
entirely sure what direction to head in, so initially I began collecting reference from a
variety of sci-fi media. My biggest inspiration in the beginning was the 2012 film Dredd,
which was based upon the 2000AD comic book series Judge Dredd. Alongside this, I
looked at the 1996 computer game Syndicate Wars and the New Alexandria level in Halo:

I was pretty damn excited about this project at the beginning, and immediately started to research everything from rooftop restaurants in Melbourne to cyberpunk sci-fi. I had a lot of trouble in the early days of the project establishing an idea, I went through about 18 pages in my sketchbook just trying to figure out how I wanted the layout to be and the thematic design of the level.

This indecision cut into the project, I feel, and left it feeling half-finished, to me. There's still a lot I'd like to do with it, but it's best just to cut your losses and learn from your mistakes at this stage.

Project # 2 : The Vehicle

Initially I had two ideas for this project, but after creating a sci-fi themed
rooftop, I wanted to try something different for this project. I want to try
something I'd never really done before, and so I've chosen to try and create a
classic/retro car in a suitable setting. I believe this will allow me to experiment
with new modelling and texturing techniques and shader effects.

As soon as I saw this car, the 1955 Buick Century, I knew I wanted to give it a shot. I initially looked at some of the vehicles from Wipeout, but decided against that as I wanted to try something different with this project.

It was a difficult project, but I learned a lot through it. I certainly felt that vehicle modelling was area I'd not explored properly, so it was good exercise giving it a shot. I feel like I learnt a lot through this project, especially when it comes to vehicle modelling and rendering techniques. At first I struggled to get to grips with the Xoliul viewport shader, but after giving it another go I was able to get a result out of it. It's still alien to me, but it was useful to get a first hand impression of the restrictions that artists usually have to follow when working on commercial products.



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