The project is completed! I have created a video below showing off the completed level in all of its glory. Creating this level taught me so much more about putting together a effective and functioning level.
Game Project 03
Tuesday, November 5, 2013
Tuesday, October 29, 2013
Sword Idle Animation
After importing all of my art assets into UDK the tomb was still missing something to show that the story to the environment has much more depth. Therefore I have created a magic sword and idle animation to go with it. Below is the idle animation play blast from Maya, and I am moving on to creating the hand painted textures for the model.
Untextured Model in Maya
Textured Model in Maya
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Scene with Added Sword and Increased Bloom |
Sunday, October 20, 2013
Art Complete!
I have completed my art for my hand painted dungeon environment! It was a lot of work and I had to make some changes to the asset list, but I think that the art turned out pretty good. This has given me a lot more practice in hand painting textures and generating maps for 3D Assets. I also got a chance to work on my character art a bit by implementing a dragon head into the scene. Next up is to make sure everything is looking awesome and functioning in UDK!
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Stone Floor |
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Broken Walls |
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Columns |
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Dragon Eggs |
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Dragon Head 01 |
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Dragon Head 02 |
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Dragon Stone |
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Dragon Tail |
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Gems |
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Gold Piles |
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Rubble |
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Stone Door + Stone Walls + Wall Borders |
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Tomb and Candles |
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Tomb Floor |
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Treasure Chest |
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Vaulted Ceiling |
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Walkway |
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Full Room Shot 01 |
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Full Room Shot 02 |
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Full Room Shot 03 |
Sunday, October 13, 2013
Treasure Room Art Asset Progress
I have made a lot of progress on my hand painted textures for this level. If I keep up the pace that I am at now, I will finish all of my assets early this week. That will leave me with some extra time to make sure it is aesthetically pleasing. As well as get a 3rd person camera setup and double check collisions and visual cohesion.
Monday, October 7, 2013
Dragon Sculpt and Animation
So... I have been having some UDK problems, because the IT department at IADT updated the UDK builds just before the weekend. Therefore, the UDK build I have installed is an older build. It was giving me problems saving my file, so I moved into Zbrush and Maya until I can confirm which version was installed at the school.
I went into Zbrush and sculpted the dragon head, and I have also created and animated the tail for the dragon within Maya.
Next step is to finish the rest of the simple models for the Treasure Room as well as Zbrush sculpt the tomb (i.e. Candles, Gems, etc.) smaller pieces. Then I will be completing the Low Poly and UV's for any of the Zbrush sculpts.
This project is coming along nicely, and it is definitely an extreme learning experience. This week I will be majorly focusing on this project, since the Art Complete deadline is due the following week. Work work work!
I went into Zbrush and sculpted the dragon head, and I have also created and animated the tail for the dragon within Maya.
Next step is to finish the rest of the simple models for the Treasure Room as well as Zbrush sculpt the tomb (i.e. Candles, Gems, etc.) smaller pieces. Then I will be completing the Low Poly and UV's for any of the Zbrush sculpts.
This project is coming along nicely, and it is definitely an extreme learning experience. This week I will be majorly focusing on this project, since the Art Complete deadline is due the following week. Work work work!
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Dragon Head Sculpt |
Sunday, September 29, 2013
Dragon Lair UDK Graybox
Upon placing all of my assets within UDK, I found out that the room is a bit cramped. So my next step is to jump back into Maya to make sure that the player's have enough space to move around the room. Also, I need to build a basic ceiling and a couple more essential assets, that will require a bit more time and attention.
Monday, September 23, 2013
3D Start
I started basing out all of my assets for the greybox within Maya. I will be adjusting most of the hero pieces in Zbrush and created High Poly Models to then project normals onto the low poly.
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