Sunday, 11 March 2012

OLD - AIE Portfolio Models: Ships



Ships and Hanger

Lo- and hi-res versions - lo-res originally created as the mass-spawned enemies for a tower-defense game, the wing dimensions altered to hint at the rough type of each enemy.  The original model (below) and the missiles were created for a top-down ship-maneuvering game (game being to out maneuver the missiles).  For the portfolio I massively increased the detail on the ship to make for a hi-res model to show off.
From the initial design onwards I wanted the ship to be hyper-maneuverable, especially in a space environment where the options (and complexity) of maneuvering are far greater.  So in addition to the main engine at the back modeled eight thrusters on the body and four vectored thrusters (can angle up and down) on the backs of the wings.

The internal mechanics of the wings were rigged and functioned properly, the wings folding down so the craft could fit in it's docking station aboard a capital ship (where interior space is extremely limited - yes Star Trek Online, I'm talking about you), like so:
And that's it for the 3d portfolio models.

OLD - AIE Portfolio Models: Swords



Cartoon Swords
Katana and Italian Foil

Originally created for a planned online animated series, coloured to match the planned cartoon feel.  The outline effect was created by copying the geometry, enlarging, reversing the normals and making pure black.

OLD - AIE Portfolio Models: Walker


Mk 34.4 Walker
Drastically incomplete - especially in one important way...




For a "Walker" this model has a decided absence of legs.  Had only enough time to finish this or Tiberia above before handing it in - chose Tiberia.  The final model of the Walker would have powerful digigrade legs, massively reinforced with pneumatics and well armoured from the front only (conveying the well founded arrogance of Imperial design: the enemy is in front, behind there can be only rubble).  Final model would also have a detachable, square 'shell' that covered the bottom half (the light metal and below).

The idea was for a multi-purpose, space to ground vehicle.  It would start as a space-ship turret.  The top section is all that's visible from the ship's exterior, rotating to angle the canons at enemy ships.  When all orbital targets are destroyed, the turret rising up and floats free of the ship, the bottom half encased in its shell complete with manoeuvring thrusters that fire to turn the turret so it can fall, bottom first, straight into through the atmosphere.  Thrusters and mass-fields slow final descent, but the turret still lands with a massive force, the cloud of earth not obscuring the red of metal sighing from entry.  With a sharp clank the bottom shell splits, the four sides clanking open, the powerful legs rising up, and the Walker stepping up out of it's shell, and marching out onto the planet's surface.

Saturday, 10 March 2012

OLD - AIE Portfolio Models: Tiberia

First off, here's the portfolio I used to get me into my course at the Academy of Interactive Entertainment.  All models were made with 3ds max, the last models I'd ever make in the program:

Tiberia
The woman and AI that, together, became a warrior king.  The warrior king that became an advisor of peace.  The advisor that became a teacher.  The woman that died, very old and content.  And the AI that took a new body, and continued teaching.




A last-gen "Exterminator" - the label they're known by.  I believe some of the most iconic science fiction creations have names that simply describe their function: Terminator, Predator, Alien, Robocop, etc.  And if humanity discovered a sentient race of hostile machines, they'd probably be called something similar.  The name they actually use for themselves translates to In - the Identity Matrix (essentially 1 in multiple dimensions).

I had lots of fun finally modelling this character, and lots of 'fun' rigging up all the pneumatics to work properly.  Deliberately tried to be confusing with the shoulder vs. hips width, to make the gender unclear (though I really should have added more plating to the hips to visually and structurally balance).  Also had fun trying to model a laserthrower (ejects a spray of refractive micro-prisms, and fires a laser through it - you can imagine the effect).

Welcome one and one

Two hours later and I still can't think of a good introduction.  It shouldn't be that hard: all I want to say is welcome, this is my blog created to showcase all my artistic works in progress throughout the next two years of my new, fourth, and hopefully final degree in the cg-art of games and films.  I'll be posting 3d model renders, animation reels, sketches and character designs, maybe even a voice-acting demo some time soon, and through it all I hope to be able to show my ongoing journey from an aspiring to a professional artist, and from someone who loves doing this, to someone who loves living it.

But how to say that all interestingly, catchily, maybe even humourously.  But then, there's always meta.

So welcome to my first blog.  Comments and constructive feedback are extremely welcome, as are suggestions, ideas, etcetera etcetera.  Just knowing that I'm not the only one reading this will be a start.  And speaking of starts, time to start uploading.