Friday, November 9, 2007

Tribal Goblin

So it's finally that time!! 4th term at my school which means we have to do a 3d game! No more 2d meaning my work as now crashed into my door for this term. I've got about 5-6 unique characters to model, and THEN animate to fit the game. On top of that, im pretty sure im going to have to do a lot of the environment modeling, but we'll see about that one :s

Anyway, our game this term will be a Ratchet and Clank type of platformer game, where we're aiming at a cartoon type of world. So we have a dwarf as our main character wielding a huge mace and a gun, some goblins as our grunt type enemy, a 4 legged dog type creature which we're not sure what will look like yet, a lava/rock giant for our bigger tougher enemies, and a dragon for our final boss >.<.

So the terms already started now for the past month and i've got 2 models completed, here's one of them which is the Tribal Goblin :) Hope you guys like it. Concept was by Alek Maeots again, who is again our lead concept artist.

(model sitting at about 6k tri)

Wednesday, November 7, 2007

Gunnar - Term 3 Animation project

So it's been a long time now since i've posted an update on my work, and with so many projects currently in work, I feel like it's about time to add some more material on this site.
This project was an animation that i worked on for our 3rd term video game called BlasterStar Galactica(yes, it sounds just like Battlestar Galactica) which is a 2d flash game for the internet.

My role was to create a 3d logo animation for our game, which every game company today include in the beginning of their game. I could of went with something easy like just simply make our "Joyous Nausea" name logo rotate around aimlessly, but I decided to challenge myself and recreate our main character from 2d to 3d, and make him the star of our animation also. (Gunnar concept made by Alek Maeots, our team concept artist)

This project all together took me about a month I would say, mainly because it was my 1st time doing any character animation, which includes creating the bones(Which I made instead of using the Biped system in 3DS max), rig the bone system in order to control it, and skin the bone system to my model(Which is the biggest pain in the ass). After all this came the challenge to actually make the animation as real as possible. Also another 1st was me texturing a character, which was actually hard to do without a Wacom Tablet(Which i now possess >.< 2 late now)

Anyway, for now i'll post the character model itself for anyone to take a look at, not sure if animations can be posted in a blog, so won't bother yet.