Saturday, 23 April 2016

PC

Now that my Map updates are out of the way I thought I should put this up here too, my updates will be a little slower. My PC is on a wobbler again so it may force me to back everything up until I can get it sorted. worst case scenario, my harddrives are failing, best case is my PSU is failing. in either case I think I would buy a new rig all together mine is getting on now.

Enjoy :)

Q1DM4

One thing i noticed while playing Quake Live is that it has a few classic maps from Quake 2 so I decided to block out a classic from Quake 1.

Currently having a little trouble with this one as the certain floor brushes don't compile correctly and they loose their collision in game. however with that said this is what I have so far, this is absolute bare minimum, I haven't started on details at all, since most of my focus is goinf into the first map I showed in the previous post.









P.S Sorry for the akward image size, they where cropped from Radiants 3D window.

Quake Live and stuff

So I spent sometime working on blocking out 2 Quake Live maps just becasue I used to do it for Quake 3 Arena when I was in school and wanted to get back into it. soo this is what i have been upto for the past week.

 so this is what I have so far.

E1M7 House of Cathon, was originaly the final map in the shareware Quake 1 I though this would make a fun 1v1 map for Quake 3 Arena, which I have recently since decided to move it to Quake Live, so I started blocking it out with new texture theme, I'm currently working on improving my brush work to make some nice details in the arena and also open it up in some places to add more play space and expand it for larger player count.







Wednesday, 30 March 2016

Animation Rig & Test

just something I have worked on today, it's only a test render hence why it's low resoultion, trying out the rig and see how well the mesh will animate. Edit:- Almost forgot, added a generic footstep for a bit of fun.


Tuesday, 29 March 2016

Last Post Today


Recently Posed and Rendered a Turn table of my Executioner Omni Mech


This video is a little old but it shows off the model nicely these where both rendered in different version of 3DS max.

Art Dump Part 1



Ok so I havn't been able to access the blog for a while becasue google decided to change something. I managed to get it back a few weeks ago, so I'm going to do an art dump this is mostly to show off my best work and what i'm currently working on.

To Start off I'm going to dump my mechs which are the most recent W.I.P.

One of my personal favourites the Catapult. I Originally started modeling this to put into the Table Top Simulator  which took all of five minuetes to learn but unfortaunately due to the unusual method of importing a model to table top simulator (which requires pastebin) I decided to focus on modeling it for my own purposes.

Low Poly - Originally intended for Table top Simulator. the legs are going to be re-modeled to add a little more detail and make them less blocky.

 



High Poly - I'm currently in the process of making it into a high poly model which I intend to use as a test peice for substance painter.



 


Texture Maps - These are not the final texture maps, I'm simply baking these as test peices to learn substance painter.



Art Dump Part 2

Art Dump Part2

My All-time favourite Omni mech. the Warhawk. A little background behind this mesh. It is a pretty old model back from the day when I was on a multimedia course learning Lightwave 3D. I started modelling this in Lightwave 8 again this was when I was learning how to 3D model outside of college, and this is one of the 4 earlier Mech I modelled, once I started using 3DS max I decided to transfer the model there and continue working on it. It has been through several iteration in Lightwave and Max until now, this is the final mesh.

Low Poly- this is the final Low Poly Warhawk mesh, currently Variants peices are waiting to be UV maped, textured and rigged






High Poly - this is the most recent iteration, I' currently cleaning up an older high poly mesh getting ready to bake map.















Texture Maps- The Diffuse is Still a W.I.P but this is the most uptodate version of the current texture, right now I'm working on the high poly to bake maps to use on this.