Wednesday, 11 December 2024

Building Alliance - Final Concept & Models

 Final Concepts & Models

Bubble Armor :




Information : For my final concept piece for my bubble Armor , whilst it seems similar in design to how my development sketch of one of my Armor pieces , I used this concept piece as a showcase of how I would want the model to be rendered once the model was finished and I moved over to substance painter to finish off the texturing and final rendering . Another case with the majority of  all my final concept art pieces is how I utilise them during the process of applying the textures to the models to try and make the models as accurate to the final concept arts that I created for comparison I have my final renders displayed in another blog post.

With my Model , I managed to follow the orthographic to create the different thickness of the different intricate pieces of the Armor starting from the main bubble wrap layer then raising the thickness of a new section to create the cardboard sections and change the vertices to have the cardboard layer be able to smoothly wrap around the bubble wrap section then the final section gets created to wrap around in-between the cardboard layer and secure the model as a whole piece and to make sure the model was fully connected practically , I added the little straps around the Armor to finalise the piece. 

Bubble Armor Modelling Process :
https://www.youtube.com/watch?v=0eBSzRfqgxQ

Bubble Armor Texturing :
https://www.youtube.com/watch?v=NYBkUTNooM8



Infected Rat :



Information : For my rat enemy , I focused on trying to keep the round shape of the rats design intact without using as many polys as possible as I was trying to make the rat seem round but still utilised sharper edges and with the way the final product turned out to become i impressed with how round yet sharp the model looks so at least I'm still working towards the lower poly theme our games based around.

Infected Rat Model Process :

Infected Rat Texturing :



Glass Axe :


Information : With my Axe being the model that I'm the most comfortable making due to how close it was in my comfort zone when it came to 3D modelling the different axe design as I have practice creating similar weapons designs for this and with the straws handle even with the damaged design , I managed to create a smooth handle model that wouldn't break or fold in onto itself.




Heal Machine : 



Information : With my final heal machine consisting on 2 separate ideas and having to separate scales and width in design so creating a finale piece that was a perfect blend of the two separates ideas which with the final model and concept staying close in design and making sure its all connected and intricate and stable looking and making sure it looks clean as the model is supposed to be made out of metal so I used a grey palette to work with and design my final product which I managed to stay close towards the model and final render.





Door :

Information : For my Final Door Design , I utilised the duplicate tool once I made a set number of the panel that I preferred and duplicated them to create the 2 segments of the door and combine them together to create the final product and with textures , I utilised a blend of different wood style textures and combining them gave the effect I was looking for in the end.



Barrel :
Information : For my Final Barrel piece , I managed to replicate the shape that I designed from my Final concept and managed to translate that in a 3D environment efficiently and I'm pleased with the outcome I came out with an whilst looking at the different renders I created on the other blog , I believe that I managed to replicate the barrels textures efficiently from a 2D Concept piece into a 3D Asset.


Final Scene :



Information : With the final scene , I created a piece of art that showcased the model as a final piece concept that showcased the abandoned area setting that our game by utilising different elements of the atmosphere such as creating a sense of fog surrounding the entrance and whilst creating the final concept art , I utilised a lower hue selection of colours due to the situation as if I used a brighter hue selection , it would not have made sense due to the theme of our game so I used a lower selection of hues to stay in theme with our games setting and design.

With the Model , I created a base for the other assets to set on so when I took the model into Unreal the model would not be floating in an empty space and allowed an enclosed space for the other assets to stay close and not be so spread out and lost and by creating a short cutscene style of area works as it showcases a small element of what our game would be wanting to look like and I changed different aspects such as one of the stands and gate being broken down and pieces being ripped apart and having the sign of the zoo being layed out on the side like a piece of rubble to showcase the wreckage that would happen with the enemies.

Final Scene Modelling Process :

Final Scene Texturing :

Untextured Level Flythrough :

Textured Level Flythrough : 

Final Character Sheet :


Information : For Our Final Character Sheet , I followed the instruction I was given from the list from my Director (Jacob ) who detailed a list based on what our game is mainly about and a section on the list was based on our character design with the summary of having a brown suit with a beige shirt with having noticeable facial features with their glasses and beard facial hair and with how our main characters idle animation consisted of looking at a golden watch during their animation which I included on being inside a sleeve pocket and I decided to keep the style choices of the hair staying sharp edges consisting of no smooth edges and created a list which summarised about our character with what items our character could have at the time and our characters role.





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