Posts

Glitch Out: Station Core Preproduction to Polish

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Final In-Game Shot      The Station Core is the main power supply of the FSS Hemera. We knew we wanted the space to have depth and feel larger than life. Some of the gameplay mechanics for this area included freezing pipes, recharging the power core, and shooting the ANT bots. With those mechanics in mind, we started developing the space.  Concept Initial Concept      The station core went through many iterations. In the initial concept the station core was cylindrical and too symmetrical while the overall map layout was too confusing. Having the player constantly rotate in a circle to complete objectives was not ideal as it would cause them to tangle themselves in the oculus wires. With the concerns in mind, we did another pass on the room concept. Second Pass       With the new layout we managed to add depth to the environment and add interest without the player feeling overwhelmed. The areas indicated on the legend remained the s...

Nodevember: Arcane

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     Arcane is an amazing show and I wanted to create a material based off of the series. The hextech crystals played an interesting part in the plot development. Some aspects being the outcome of the heist or Jinx/Powder trying to save her family. With Emissive Without Emissive

Value Studies

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    Did a value study painting. It was a fun study to focus on light and form with shadows. I may turn this study into a finished concept and make an environment out of it. In the meantime, I will continue to work on Altha.  

Nodevember Concussion Padding

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These nodevember prompts are opening my range of creativity and material exploration. I want to be able to expand my ideation when I create environments as well. Hopefully at the end of Nodevember I will have plenty of portfolio pieces to post of my blog and Artstation. For 5sided I wanted to image a type of concussion padding. I wanted to implement some form of hard surface and energy behind the padding.

Nodevember: Monitor Screens

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 This is a teaser for what is to come at the end of Nodevember.  But I'm looking forward to trying out some interesting workflows in blender. Sphere Capture I tried some undertone lighting as well. It gave some 3D definition and supported the occlusion. Undertone capture Adjusting the light color to reflect the environment

Nodevember: Stone Sculpts

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 Starting off  Nodevember with 3sided. I want to be able to work on my material creation speed and creativity. I also want to implement different methods of material creation. The Tri Force Beckons

Vintage Deposit Box: Material Breakdown

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     This is a breakdown of my vintage deposit box material and the steps I took to create this material. It was a fun exercise and a great way to create complicated shapes. In the process I also learned a few new nodes and techniques in the process.      The first step was to do a reference pull. I kept a few questions in mind while I worked on the material: How old is the deposit box? What type of materials are used to make it? Is it tile-able? What is the purpose for the lockbox? How would human interactions affect it? Reference      After doing a reference pull I broke down the asset into a few components : Frame and Dials Eagle head, shield and wings Additional details Substance Graph FRAME and DIALS Frame Breakdown      The frame is broken down into a few parts, the frame, the opening mechanism, the number tags and the dial. Looking at the overall shapes you will see circles and rectangles so, I constructed the frame work...