Sunday, November 27, 2016

Alchemist dungeon

Hey every one!

As of late I have been modeling and texturing a new scene to be placed in VR. I chose to model an Alchemist dungeon based on a piece of concept work I found on the interwebs. The model is coming along nicely and teaching me a bunch about texturing, lighting and particles. I'm also planning on sculpting many of these models further, but that will be more of a final thing.

without further delay, here is the WIP of my Alchemist dungeon


As I progress I'll share more images.

The idea behind this project is to place the viewer in the middle of the room and let them look around using a VR headset. It's an first attempt at showing potential clients that they could use VR to visualize their new homes, apartments or buildings before they actually build anything.

Monday, July 27, 2015

Remember me Scene WIP

Hello viewers!

It's been a while since I updated this blog due to my work on Fleet Calamity (which can be viewed here: http://fleetcalamity.blogspot.com/) Fleet Calamity has been my main focus on personal work, but as of late I decided to try some new things.

Lately I played a game called 'Remember me' which was a fun sci-fi 'what if' future game that I blazed through. While playing it I thought 'man it would be fun to work on a project like this' so I decided to look up some concept art for the game. After browsing through some pieces and narrowing down the choices I landed on this piece.


Note - this art is NOT done by me. 

This piece I thought would be fun to model and would teach me a bunch of new things in blender that I didn't know. For example neon lights, self illuminating objects, bump maps, specular maps. plant life, depth manipulation and more.

Now, I've done these things in Maya and Max, but I never was put on a project to do them in blender. Thus I decided now is the time to expand my knowledge!

First I modeled the scene.



This was after the first couple of hours. I first blocked out the area with cubes then I started modeling the individual store fronts and knick nacks.




Once I got the first few store fronts modeled out I began to play with lighting. I needed to make sure the shadows on the ground were sharp to match the concept art above. I also wanted to have the same reflections as shown in the concept art, but I wasn't getting it in this render.



I started adding a metal texuter to all the metal pieces. I watched a tutorial on anisotropic material so I played around with that for a couple of the pieces such as the coffee shop bracers. This was one of my first experiments with materials besides Fleet Calamity.


Next I wanted to give a marble texuter to the first store on the left. I knew I could create it with simple material nodes, so I watched a tutorial and after some tinkering I got something I'm happy with.
I added lights to the right hand side, shrunk the coffee shop signs to match the concept art and added hand made textures to the coffee shop, menu sign, tattoo parlor and the street. I noticed the street is fairly shiny from in the concept art, as if rain had recently passed. So I began to work on making sure the my render is just as shiny and showed the same reflections. In here it was lacking, but I knew what to aim for.




Above I bumped up the brightness of the sun, Made the street more shiny, played with the windows again (still not getting the results I want) and added more textures, signs and buildings.




In this final render I move the camera to match the concept art a bit better, added a few more textures, cleaned up the render, added items in the shops and started to texture them (although those textures are blown out because of the lighting.), worked on the 'sun' and added the hover text with my own little flare (such as the twitter and facebook icons).

Whats next?
I need to add more stuff in the shops to make them look like they actually are shops, not just empty rooms.
I need to play with the lighting of the two front buildings to give more of the effect from the original concept art.
I'll need to add a background image that looks more like the original piece.
I'll need to tweek some textures to make them a bit more realistic and believable - especially with the 'seau de boulons' building. Of course I'll need to add textures to the buildings in back.
And finally, I need to add the plants and foliage from the concept art

Monday, July 13, 2015

Sculptris Dimorphodon

 This was a first attempt to sculpt this creature. I was doing a quick pass to test the various parameters of the program and play around with the anatomy.



Above is primary sculpt out of the way. I'd like to start adding details like skin textures and small veins that might come close to the skin. Once I finish the detail I'd like to texture and add feathers to the model.

Sunday, January 12, 2014

Fleet Calamity

Good news every body!

I haven't died nor have a fallen off the of the face of the planet. In fact, I've been very busy. Lately I have been going full force on a game that I'm creating with a group of friends. The games working title is called Fleet Calamity.

You can visit the blog here: http://fleetcalamity.blogspot.com/

To document my progress and tell people how its going I created a blog for your viewing and reading pleasure. Go check it out some time!

The game is basically battle ships meets Magic the gathering. Currently its more of a board game than a video game, but as we make improvements and work out details it will make its transition to the digital medium.

Please share it with your friends and family. Also, if you'd like to help out I am looking for programmers and 2d and 3d artists right now. I also am looking for testers. Next testing session will be 1/18/14. That is a Saturday.

Food and drink will be provided at the testing parties.

So please go check it out. I'm extremely excited for it and can't wait to see how you all like it.

Take care

Friday, January 10, 2014

First steps of Fleet Calamity

This blog is documenting my progress as I make my first game. I have a bunch of help from friends and family and I'll list them as this blog goes on so you know what they contribute and how we go about things.



First off, what is this game?



Well its a computer game where Battleship meets Magic the Gathering.



Sound cool? Well I hope so, cuz I certainly think so.



A quick overview of game play:
Each player starts with four Flotilla; Two battleships, one civilian ship and one resource ship. These ships hold your vessels, which are basically creature cards from Magic.
Your goal is to destroy the opponents Flotilla using your vessels, traps and upgrades. But first you must seek out your opponent by moving about the hex grid.



As it stands a turn looks like this:
1. Draw cards or warp. Warping allows the player to move to any point on the map, not just an adjacent hex.
2. Draw until you have 7 cards in your hand.
3. Discard to gain resources.
4. Play vessels, upgrades and/or traps.
5. Move. This move can only be to an adjacent hex, no further.



There are no resource cards. Instead, to gain resources you must discard. Discarding one card gains you one resource. Two cards gain you two resources and so on and so forth.




So what do we have done?



Well the basic game play is fairly solid. We have created a tangible prototype with temporary cards made of card stock and a play area made of  unused pizza boxes.
We have a bunch of cards for Humans and Machines set up too. We are focusing on these two factions and making sure the game works properly before expanding out to the other aliens. We are starting to play test with people not associated with the game and soon, once we feel we have a pretty solid game on our hands, I’ll be searching for investors to help fund our need for programmers.



My friend Matt Oberdalhoff has been helping me develop this game and really tweaking the finer points to make sure its easy to understand, fun to play and quick to get into. He’s helped a ton on keeping me on track and making sure I don’t add too much fat, especially in this early stage.



I myself am Matthew Hagen. I started developing this game about a year ago while in school. I picked away at it as I learned the ropes of game design while working at a game studio locally. I really am excited to present this game to you all and I hope you are all happy to keep checking in as I update this blog.



As I progress I’ll keep this blog updated. It may be slow in the beginning as more non visual stuff is being developed, but it will pick up more as art is produced, and programming magic is cast!



Take care!

P.s.
Blogger didn't like me adding pictures to this post, so next post will be featuring that.

Art of Fleet Calamity

 Well that was a brief overview of the game. Lets get to some art!

Above is a Manipulator. These aliens are the oldest of all the four races. Manipulators are special in that they don’t rely so much on vessels to fight the war, but instead use upgrades and traps more than anything.


 Here we have the other alien race, the Outsiders. These creatures are brutal, taking over the bodies of their prey and using them against their own people. The image shows one Outsider taking over a human body.



Lastly, for the 2d art, we have a human. The humans are unique in that they can rank up. When ranked they may grow stronger and gain new abilities.

All the art above was created by the talented Alonzo Canto. You can see more of his awesome art at http://alonzocanto.blogspot.com/

Go check him out. You will be happy you did!

Lets move onto Flotilla



Above is a work in progress of the human flotilla. These models will be used to represent your flotilla as you move about the battle field.



Next we have the Machines battleship flotilla. The Machines are the last of the four fleets battling for survival. Machines scavenge parts of their fallen to rebuild and improve those still in the fray.



Finally we have the Machines resource ship.

All the models are still being worked on so what you are seeing are all work in progresses. The Machine battleship is the furthest along, at least for now. We may decided to go a different direction with it, or add more stuff, but right now we are thinking of just giving it a texture and calling it good. There is plenty of other work to be done instead of lingering on this one piece.




Saturday, June 8, 2013

Toon Head update


 I added some 'umph' to the hair to make the silhouette pop more. I also started the body, but I'll show that progression later. I just wanted to show the improvement on the hair from last time. I also altered the neck a bit to make it thinner. I think I'll keep pushing in the neck to make him more of a pencil neck.