Monday, November 10, 2008

We all live in a yellow submarine! (More models)

Alright, so here's pics of some new models I just made. It seems that I'm either posting like a fiend or hardly at all. Oh well. A submarine, plant, generator, and hanging monitor. Very random when put together, but it works in the final, trust me. This is the last of the pre modeling that I'll be doing within Maya, and I'll start focusing again on roughing out the actual level within hammer.

The sub is gonna sit in an indoor hangar which is visible through a window that is behind the inner intel point. Just one high res model, as it is only visible from on viewpoint, no need for LOD models.

I will do any kind of task that needs to be done in modeling without complaining, but foliage is the death of me. Though it is a bit more simplistic, this is the first plant that has turned out good for me. I did a pine tree and some oak trees in various projects for school, and I was marginally satisfied with the results. I guess the practice of doing it before helped this to become what it is today. And all in 1197 tris, no less!

I couldn't decide what exact look i wanted, as I also looked at ones with more tubing, gears, etc. A design principle for tf2 helped solve this problem for me. This more simplistic design saves polys and also doesn't distract the player from combat by creating too much visual noise. These are two important things to think about when modeling for TF2.

Just a simple, hanging tv monitor. I took several elements from different references and mashed them together to get the best overall look. There might be different versions of these as there will be multiple ones next to each other in control rooms, stations, etc. I'm thinking maybe 3 or 4.

Stay tuned for some 3D sketches!

Saturday, November 8, 2008

A new, unnamed mod project

It looks like I'll have a little bit more on my plate throughout the next year or so. About a week or two ago, a friend of mine from Columbus contacted me to ask if I would be interested in working on a team mod project which would use the Source engine. Since I know a bit about Hammer, and environmental work, that's what I'll be doing. More specifically, I'll be working on UV mapping, modeling objects and environs, and showing others the workflow for getting objects into hammer from 3D and 2D software. As I've said before, this process can be a reeeaaaal bitch to do. So, I'm glad that maybe I can speed up the process of figuring stuff out which has already taken me quite some time to do. There's no title yet, though a rough timeline for completion has been made. I don't know alot of specifics yet, but as long as it's cool with everyone else, I'll be posting stuff from that project here as well. Not sure when this will happen, but I would bet on sometime next year.

Stay tuned.....

Monday, November 3, 2008

UV time!

Alright, in my last post I mentioned some UV mapping pics, and here they are so far. I tried to make as much use of the UV spacing as possible, even if it meant making more seams. I can clone them out in Maya if they become too visible anyway. I overlapped some uvs to make even more room in instances where you wouldn't notice (ex:symmetrical models that have a side you wouldn't even see.) Enjoy!