Monday, March 18, 2013

Portfolio Piece 1


Wire Frame of the Medium Enemy model.




Enemy model's Texture Map.




Final render of the Medium Enemy model.

Monday, March 11, 2013

Yay Props...

Props, they give the environment character, yet not many people seem willing to make them.


Stoke the Fire

Nothing pulls an environment together better than setting it on fire and watching it burn.


Above are the sprites and effects made using Unreal's Cascade in UDK

Let There Be Light

The lighting in Grapple allows both Amina to see where she is grappling while catching some sun.


Above are four different screen-caps of real time gameplay in the environment. Clockwise from the top left:
- Normal light shinning over the buildings. - Hot burning environment  - Rising smoke through the buildings - Final assent to the power tower saturating the environment around it. 

The Local Populace

Below is the female resident of Jabal Makasem - 

She was painted in photoshop. Her attire resembles the traditional Moroccan garb with a bit of a western feel to keep her close to the main charachter.

Rome Wasn't Built In A Day

Below are the various iterations of our environment concepts for Grapple's city. This is where the main character, Amina, would be grappling between the rooftops and through the streets.


This first concept was a silhouette-esk image of the Tatooine like buildings from Star Wars found in Algeria with overlaying metallic mechanical structures surrounding the building.  


In the next iteration a simple traditional Moroccan building was used instead that had overlaying mechanical contraptions made of metal, yet with much less than in the last concept.


The buildings then became less fancy and more simplified to represent a working class society. Less designs in the metals are used and placement is more 'slapped on' as if the city is under constant construction.



These last two concepts were paint-overs of  a grey-box model of the city created by our environment modeler. They were meant to capture the look and feel of what the city could look like and whether or not it feels right. In these models we wanted the city to feel more lively and lived in with market stalls and stands littered around the city.