December 11, 2010

"And your eyes shine, just like mine.."


Been really really busy, about to move again. Found this lil guy sitting on my desktop and did a quick paint over of my model. Kinda looking Tron influenced, but naw, he just needed more doodads. I suppose it's a current-gen take on Megaman. Must somehow find the time to finish this.

September 26, 2010

Who's this lil guy?


Started this at work a little bit ago, we'll see how it goes.

March 23, 2010

Jetpack almost done


This is the Jet-pack and Shoulder-pads to 90% completion. The Jet-pack came out to be 3690 tris, and occupies about 35% of a 1024x1024 normal and AO map. It's considerably higher poly than I intended, but this will be the closest model in the player's vision, something they'll be looking at a lot! So it's gotta look good right? So I took a hit on the boots.

This was the concept I was given for modeling the jetpack. Some adjustments had to be made to fit the shape of the character.


The excess polygons nearing the middle of the model were to avoid smoothing issues with the normal map baking. I should have used smoothing groups to fix this problem, but I'm in the habbit of adding extra geometry at work, because the Unreal Engine prefers extra geometry over smoothing groups any day!


Here's the texture map it sits on. It's shared with the boots, shoulder-pads, and radar upgrades. I left some room for a further upgrade I need to do, if I'm able to get to it. I'd really like to texture the diffuse and dirty it up a little, but time will be tight. I need to move on to a new enemy in the game.

March 21, 2010

Jetpackin



I think I'm going to start taking random screenshots of my work-in-progress stuff.

This is a sub-D model for Ava's jetpack upgrade. My goal is to get the low poly down to 2800 polys without losing the detail. Let's see how that goes.