Monday, May 07, 2007











3D character













When texturing I used a technique by which using a checker texture to see how I would paint my texture to the model and it allows you to see where the texture is stretched.

This I my characters texture it was the most complex peace of texturing in the scene, I painted the details I wanted in my character like clothing and skin texture using the tools in Photoshop, having the models UV map laid out like this was go because I have all my details on one texture rather than on many different textures.



This is the finished model and environment:







Thursday, March 15, 2007


my alien so far i am having trouble with the feet and the big alien ass, it takes the piss' it is so hard there must be and easier way


I popped my crate cerry with a low polly crate i tried to use the textures to do the work, soon I will crate maker extrodiare.

Labels:

Tuesday, January 16, 2007

This is just a little thing i have done as you can see i am very bored lol,

I have attempted to recreate a fuzzle, found in the game "OddWorld- Stranges Wrath"

Enjoy the little Critter, thats right "Critter". who the fudge says Critter



Sunday, December 17, 2006

I have chosen to model a tree; I get my inspiration from star wars I wanted to make a tree that was similar to the tree found on the Wookiee home world of Kashyyk.

The problem-
When I created the particle system and applied the image it would create many leaves but it would create them all at the same angle as the original image plane. I found that when I created the leave at different angle I would erase from one of the pervious particle systems. So I have chosen to change the original idea and create a dead tree, with no leaves.
These are the rendered views of my tree with leaves as you can see the leaves are only visible from the top the side view the images are not visible. I wanted to have leaves and it was possible but in the time I had to do it I proved difficult.

The solution I have since learnt that you can do something called baking which keeps the particle system in the image at all times and it does not move.

To create the floor of my forest I used a simple plane and using the manipulator tool gave it some texture. Once I had the plane I then gave it a texture of an image from the internet I searched in google for forest floor and selected an appropriate image. I then made the plane a template for brushes so I could paint my grass on and using the paint effects I created my grass for the forest floor in my scene.
Once my scene was complete I then had to light it I used a spot light and gave it a blue colour so it looked cold and dark, because my tree could not have leaves I had to change my original idea of summer time trees I now had a old enchanted forest idea. Using the attributes editor I could change how the scene was light, for example the intensity and colour.

The final image I created and added the mushrooms after the tree was created, because of the lack of leaves.




Thursday, November 30, 2006

My first Maya Model

A Morgan 4.4







Monday, November 27, 2006

Computer and video game genres

Games are usually split into genres; this is how a game is defined. A lot of games do not fit into one genre they sometimes cross into others. For example, The Lord of the Rings: Battle for Middle Earth II, is a cross between a turn-based strategy (TBS) game and a real-time strategy (RTS) game, Battle for Middle Earth II has used the good things about the both these genres, to create a effective and very good game.

In the War of the Ring mode you select the faction you want to be and, then you move to a battle map screen, it is a turn base game in which you move across the map of middle earth the map is split into 38 territories. The objective of the game is to move from one territory to the next defeating your enemy, the winner is the first faction to control all of middle earth. In the War of the Ring mode you get to move heroes, build-up bases, and create armies true out every turn. The real cool function of this War of the Ring mode is that you can decide to auto resolve the battle that last about 5 seconds, or actually dive into the map and fight an RTS battle in the level of region you are in on the map.

In the RTS mode you have an awesome base building experience you can build any were you want on the map and build any structure, that bring it to were every other RTS game is, but the walls in this game are every different from other RTS games, it allows you to lay down a wall every easily, and upgrade each segment of the wall, with a defensive upgrade. The upgrades differ with each faction. And also the upgradeable fortress which are like the heart of the base you can put all kind of upgrades on it trebuchets arrow tower building you can garrison, wall hubs that can then build walls off of and extend around your base, and deepening on which faction you are you can get lots of interesting upgrades, you can then upgrade the fortresses which allows it to have stronger defences or attack also give unit that are close bonuses, and then final a central monument which give each fortress for each side a special power.

The game also has a Create a Hero ability, which gives the player the chance to put him or herself into the game. It allows you to ask yourself: “if I was in middle earth what and who would I be?” you can customize appearance, colour, weaponry, powers and ability’s. it gives the chance to have your own custom RTS unit which is very cool.





Games Studies Machinima review

Machinima is a term that refers to movies that are created using a games engine. Engines from first person shooters and role-play games are the most commonly used video games. Machinimas are created using the tools and resources available in the game. Machinima is a process of put the gameing tools to an unexpected ends.

Advantages

Easier movie making

Lower cost

Smaller production time

Smaller distribution


Disadvantages

Limited capabilities

High playback hardware requirements


Halo machinima: Red vs. Blue: The Blood Gulch Chronicles

The most popular and well-known halo machinima would have to the Red vs. Blue: The Blood Gulch Chronicles series, created by Rooster Teeth Productions. It is a comic halo series in which tells the story of two teams fighting a civil war in a box cannon. Each team have a small base in the cannon, both teams exist only in a response of the other teams base. Although the teams dislike each other and have order the defeat the other team, the solders rearly have the motivation to fight. Each team has an interesting array of characters and they each have their own eccentric personalities, and often create more trouble for each other rather than their enemies.


I am going to review the Red vs. Blue series Out of mind (the story takes place between episodes 77 and 78) it is a story of a female soldier called Tex (and yes I know it’s a guys name), tracks and hunts down another soldier call Wyonming so she can get to his boss. The story then flashes backs to an implementation of an AI call Omega into Tex. After the flash back, Tex then meets another Soldier from the same implementation process called York and recruits him to help storm the base in which Wyonming is held up. In the base the two soldier end up in a fire fight between them and Wyonming and his two henchmen, in the fight York gets fatally wounded, but with the help of Yorks AI Delta, Tex manages to defeat Wyonming, and get the information she needed from him.

I though the story was put together and well shot IT the cast was small as in most of the Red vs. Blue movies but the story was soldier and had objective. It was fun to watch, and had it moments I would recommend it.

Wednesday, November 01, 2006


Game Title: Master of Defence
Developers: Voodoo Dimention
Genre: Strategy
Number of player: 1
Website:
http://www.master-of-defense.com/

Review-

Master of Defence is a lot of fun to play. The concept of the game is really simple. Right you have these villagers see, and these monsters that want to kill them. So you build these ‘BIG ASS!’ towers to stop the monsters.














The progression of the game is simple. The monsters come out of there cave (point A) and advance with all hast to the town gate (point B), at which point depending on how much health they have remaining, they will kill X amount of villagers, which is bad, or the villagers could kill them, which is good. The gamer's goal is, by managing limited gold resources and experience points collected throughout the level, to lay down an iron-clad defence. Gold is used to purchase upgrades for towers or new units and experience points are used to either level up tower attributes, magic types, gold earned or villager hardiness.
With each advance and level up the appearance of the towers change until it hard not to stand up and look at admiringly at your creations. The game was easy to learn and you can jump right in.

Graphics- 5
Sound- 5
Game play- 6
Value- 8
Tilt- 7

Overall- 6.2 Fair