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.
Sunday, November 27, 2016
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
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
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
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.
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.
Sunday, June 2, 2013
Toon head
This week I wanted to do something a little different for me. I normally try to more realistic models and sculpts so to break the mold and challenge myself a bit I spent a few hours on a new model.
Here we have my first toon character. I only did the head right now because I just wanted the practice and experience. However, I really enjoyed this project so I think I will keep going and give him a body and then texture him.
At the top I did a quick drawing inspired by a 2D artist I follow on Deviant art. I then took those drawings and imported them into blender to begin modeling. I spent a total of 4 hours on this character from concept to where it is now.
The head, hair and eyes are all different meshes.
I would like to go back and accentuate the hair more and make it more bubbly and really push the exaggeration on it.
Here we have my first toon character. I only did the head right now because I just wanted the practice and experience. However, I really enjoyed this project so I think I will keep going and give him a body and then texture him.
At the top I did a quick drawing inspired by a 2D artist I follow on Deviant art. I then took those drawings and imported them into blender to begin modeling. I spent a total of 4 hours on this character from concept to where it is now.
The head, hair and eyes are all different meshes.
I would like to go back and accentuate the hair more and make it more bubbly and really push the exaggeration on it.
More Alonzo
Here are two screen captures of Alonzos face that I modeled in Blender then sculpted in Mudbox. The top image is just the sculpt with no painting. The bottom is my first attempt at coloring him. I still have yet to actually give him hair (on the top of his head). I'll be taking another stab at texturing him at a later time.
The following is a bit of my process on what I have thus far.
Above shows my shaping the model to the contours of Alonzos face. I'm simply trying to make the topology flow properly. I had no intention of animating this, but I wanted to allow for the possibility. So I payed special attention on the edge flow around the cheeks and mouth as well as the eyes. It was important to me to really capture his natural creases.
Above is showing how I'm comparing the two faces. I got the general topology down, so now I'm making sure to actually capture his likeness. Here I'm paying closer attention to his jaw line, the various creases in his face and the depth of facial land marks.
Above is just a smoother version to see if the model will retain the desired look when smoothed out. I find that smoothing can really throw off some things, so I like to double check constantly.
Above shows my beginning process of sculpting Alonzo's face. I'm giving more attention to those deep creases sprouting from his nose and eye. I also added bags under his eyes. I haven't started any minor details like pours, imperfections, pimples, moles, hair anything of the sort. Right now I'm just getting the big details and working down to the finer things.
Finally I have added his hair, a pimple he had and I gave his skin more imperfection with the imprint tool. This is most evident on his nose as I tried to imitate pours. I also added veins on his fore head and the creases there too.
Thursday, May 2, 2013
The Amazing Alonzo
Here is a model I am currently working on to help improve my character model skills. Right now I'm really trying to focus on topology and making sure that if I were to rig this face it would deform just like the real thing. I don't think it looks too much like my friend yet, but I at least got the base mesh down. Now its just a matter of tweaking to make it look more like him.
Once I'm done with this base model I would like to bring it in to mudbox and really dig in to the details.
Any suggestions on how I could make this look more like my friend? Or maybe suggestions on topology?
FYI, this took 4 hours and its only my third face.
Monday, April 1, 2013
More Helcha Animations
Saturday, March 23, 2013
Helcha Animations
Monday, February 25, 2013
Drake WIP
Here is a work in progress of another creature I'm working on. This one took me about 3 hours to model. I'm looking forward to texturing it and rigging it, but I'll have to do that another day. Not enough hours in a day...
I'll post the finished product posed and textured. Keep a look out!
I'll post the finished product posed and textured. Keep a look out!
Saturday, February 23, 2013
Helcha model
Here is the second proposed character for the mobile game my friend and I are creating. I call him Helcha for now. He took me about 8 hours or so to model, rig and texture. I really liked modeling him. I also want to improve his rig to make it even easier to use.
I really enjoy doing a model a day, just wish I had more days to do it. The programing has gone underway too so hopefully I'll see these guys moving around soon.
The next challenge will be making his face change through texture. Never done that before, but I'm looking forward to tackling that issue.
I really enjoy doing a model a day, just wish I had more days to do it. The programing has gone underway too so hopefully I'll see these guys moving around soon.
The next challenge will be making his face change through texture. Never done that before, but I'm looking forward to tackling that issue.
Monday, February 18, 2013
Quick Model
Hey every one!
Today I decided I'd spend the day creating this little guy. To help a few friends and myself we decided to make our own game. Something simple and easy to do so we can all learn to work in a pipe line and how to use various game building programs. this little guy, who is currently nameless, will be one of the avatars. I mainly just wanted to have some fun rigging with this character and learn some of the ways blender rigs.
It took me about two hours to model this guy with all the distractions I had. Then another couple hours to create the rig and a couple of minutes to texture it. I want to tweak the rig a bit to make it more user friendly and really define its limitations so no one can break it if animating. I also want to touch up the texture and make it pop more. I just wanted something simple for now to slap on there.
This model was created with Blender and Photoshop.
Today I decided I'd spend the day creating this little guy. To help a few friends and myself we decided to make our own game. Something simple and easy to do so we can all learn to work in a pipe line and how to use various game building programs. this little guy, who is currently nameless, will be one of the avatars. I mainly just wanted to have some fun rigging with this character and learn some of the ways blender rigs.
It took me about two hours to model this guy with all the distractions I had. Then another couple hours to create the rig and a couple of minutes to texture it. I want to tweak the rig a bit to make it more user friendly and really define its limitations so no one can break it if animating. I also want to touch up the texture and make it pop more. I just wanted something simple for now to slap on there.
This model was created with Blender and Photoshop.
Saturday, February 16, 2013
Stegosaurus
Here is a dino I created today. I felt like making something that could be seen on the History channel. I love watching the dinosaur shows, but usually don't like their animations or how they look in general. I wanted to make something that could give them a run for their money. Of course, this still needs work. I don't like how the plates and spikes don't look connected to the skin, so I'll tweak that. I also plan to bring this model in to Zbrush and sculpt skin, grooves, chips, cuts, scars, ect. ect. to make it look more life like.
I'm of course open to suggestions/comments/critiques, so please don't be shy.
Zombie dies
Soon I'll upload the protagonist who's rig I just finished. I'll complete her walk cycle first.
Wednesday, February 13, 2013
This is an animation of a zombie character I created. The character will be used for a mobile device game. I tried to give the zombie a relaxed walk that conserves energy. I'm thinking about bringing in the arm swing so its not so wide, especially on the arm that is half missing. This is still a work in progress and will be refined as the week goes by.
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