Saturday, August 31, 2013

Sculptris Playaround





Sculptris is a really fantastic sculpting program and I continually have a blast playing around with it and the few tools it has. If my laptop didn't keep overheating from using the program though I'd actually get at least one sculpture completed. So this here is basically a build up and practice for getting the figure of my character down first and foremost. No neat lines or details, exact anatomy, just the nitty gritty sculpt. I seem to have punched the poor guy in the face with the flatten tool though and forgot to undo it before saving.

Wednesday, August 28, 2013

Hecate-Modern Redesign

Modernized redesign of the Greek goddess Hecate. Probably my favorite of the Greek gods. Hecate is the goddess commonly associated with the crossroads, the supernatural, and the underworld. She's usually depicted with in a tri-form with three heads. Black dogs and owls are animals that are associated with her but she mostly has a hound at her side in the stories. One of the popular objects depicted with Hecate are two torches.

So here I decided to give the goddess a modern twist. She's more of a sort of magic-punk who carries around zippos and plays with magical fire instead of carrying torches. She travels around with her canine companion, Odigos, and continually pops up on unsuspecting travelers who happen to be near old, abandoned crossroads. She loves playing around with the occult and is an expert with giving directions.

Looking Back At Freshman Year

I learned a lot. No really I honestly did. I'd love to write about it all but it would take up a little too much space on this post so I'll just post pictures of various projects that I've completed from some of my favorite classes. Some of them are probably already on this blog but its always nice to get a reminder.

Traditional Animation:
Figure:



Perspective/Drawing II:

3D-Design:




Level Concept




For our Computer Animation I for Games class we were tasked with researching and creating an idea for a small level which we would then create a modular kit for over the course of the semester. The idea I had for mine was an "Oriental Alien Residential Zone".

The narrative is simply about a century or so in the future a vessel containing groups of traveling alien vagabonds had landed somewhere in Asia (I'm going to go with midland China for now). After some tense debate and negotiations the humans in the area had decided to give the aliens sections of old cities which were presumably abandoned for them to live in. Because there was still distrust between the aliens and humans though these sections had walls built to surround them and were numbered by each zone they were located in. Over time the aliens had sort of created small sections which mixed their own technologies and cultures with the oriental cultures that surrounded them.

My idea wasn't picked in the end but I'm really, REALLY, excited for the idea my class actually did choose. The whole research and developing our initial ideas for the level design was a really awesome assignment and I can't wait to start the modular kit process.

Sunday, August 25, 2013

Pre-Grunt Sculpt



So this is actually a little old but I had made this guy as a pre-sculpt concept for my Grunt before I got to my final idea for the actual project. He's about 4" long and 3" tall. While my Grunt project ended up coming out way different this was the original idea that ended up being heavily modified since it didn't fit the bipedal form that was required for our designs.

Favorite Game Trailer


For Game Design I we were asked to choose our favorite game trailer. While it was difficult to choose one specifically I caved and went with Bioshock Infinite's Beasts of America trailer. And here's why it's one of my favorites:

  • The trailer's editing along with the music choice is actually pretty cool. It creates a good thrill as the scenes cut more and the music picks up along with the action in the video.
  • The trailer shows you enough scenes to give you a good idea of the world/environment you'll be playing in. In this case, instead of the underwater city of Rapture we're taken up into the skies with the floating cityscape of Columbia. 
  • The fight scenes shown are also great in that they showcase how you'll be moving around and going against your enemies in the environment. Infinite, like its predecessors, has taken to using the 1st person shooter mode. You also get a glimpse of some of the game's mechanics, weapons, and environment interaction.
  • Also: SKYHOOK IN-GAME ACTION! Here you can see that the player will have the ability to move throughout the city in battle using an item called the Skyhook. Fighting against your enemies is going to be amazing with this in use and will create a great gaming experience.
  • You get to see the awesome visual theme/graphics that are within the game. Columbia's 1900s-esque streets and areas are amazing visually and the characters are lively and colorful when they're not trying to kill you.
  • The fact that the whole trailer shows mostly In-Game graphics and scenes is cool because you just really get to see beforehand what you'll be playing if you decide to go out and buy the game and play through it.

Tuesday, August 20, 2013

Kaijus 2





More Kaiju sketches! In order: T-Back, Skinner, Kangas Khan, and Oculus.

Kaiju




Due to my recent obsession with Pacific Rim I've started to design various kaiju monsters. These two are just the beginning hehehe. 

Monday, August 19, 2013

Sluggernaut



My old grandpa of a laptop can't seem to handle working with 3D sculpting programs so I'm stuck slowly and painfully sculpting this poor guy until I can get to a better computer.