Been doing alot of conceptual painting lately in an attempt to really revitalize my creative stuff. Here's some fun work that I can share from it
Wednesday, February 2, 2011
Wednesday, January 19, 2011
Hit a bit of a speed bump last week so very few updates. At the suggestion of a few people I'm going back in and refining the Skull Sword prop a little more. A new iteration of the blade is posted below.
Polycount produced some very nice suggestions in the form of a paintover for the little barrels and boxes. I decided to go back in and change up the lid to read a little better.
Lastly, the DOOM WHEEL. This fun little trap popped into my head so I had to make it. A little cartoony mayan influence (if you couldn't guess), the wheel runs along peg tracks. The tracks are modular pieces and the whole wheel and track section are on a 512x512 texture sheet right now.
Tuesday, January 11, 2011
So I clocked myself on this one to see about how long it would take. From concept (don't laugh that its simple) to model with texture took 4 hours and 15 minutes. Not really sure if that's all that good but practice brings speed as they always say.
Monday, January 10, 2011
Monday, January 3, 2011
Continuing along the theme of simple assets with painted textures, here is an update on my progress. Comments and suggestions are always welcomed and encouraged.
The boulder trap... a deliciously simple prop that has become the staple of any adventure game. I was recently inspired by Donkey Kong Return's implementation of boulders. Their take was to create the geometry in a way that preserved the hard cut look of stone by composing the orb from planar faces other than quads (in their case, using hexagons). I took a cue from that and tried making this guy from pentagons and triangles.
Rope is a complete pain in the butt to paint.
And in case anyone isn't yet bored of the classic 'steamer trunk'... I've started on another.