Friday, 13 May 2011

Gun Transformation test

Transformation_Test_01 from Daniel McCarthy on Vimeo.



A quick test displaying two different modes of the gun I've created.
Ammunition clips have been excluded for the time being.

(Zdepth cuts out early, will be corrected)

Saturday, 7 May 2011

DW V Gun progress_04

Not quite finished yet but here's some renders without the ammunition clip or energy cell. About 3k tri's in total.
Textures are pretty much finished although I'm yet to do a specular map. I've used a few different lighting set-ups. I think the 2nd lighting set-up definitely helps show off the normals better.


















This is just me fooling about but I quite liked the result. - In game? =P Tempted to put it in UDK now!

Wednesday, 4 May 2011

DW V Gun progress_03

High res from Maya:


High res Zbrush detailing:








Zbrush Texture experiment:


Low Poly texturing, taking inspiration from the art-style in the game 'Borderlands':

Wednesday, 27 April 2011

DW V Gun progress_02

Here is some progress on the DW gun. I've hit a bit of a stand-still with concerns to where the ammunition is stored and how it'll reload.etc I've designed it to have two types of ammunition, an energy based cell inserted into the main grip and a more traditional clip, inserted into the top back. I'm keen on the current placement of the main clip (drawing inspiration from the P90) although its currently too small. My favoured option here is to elongate the clip without destroying any of the transformations. I've also got to figure out an accessible way of reloading as the elongated clip would have to be under a rail (A rail the scope sits upon in its sniper function.)





Other options would be to change where the main ammunition clip inserts, although on my second image, both B. and C. would get in the way of its alternate functions.

Tuesday, 26 April 2011

DW V Gun progress

I started work on the character's weapon. I really wanted it to have a multi functionality, almost like a Swiss-army knife. The weapon is supposed to reflect on the characters ability to adapt to any situation. So far these are just showing me trying to work everything out, you'll notice at this early stage I'm experimenting with both high and low poly. Although 'blocky', its got fairly complex pretty fast. I'm aiming to get it to transform fairly fluidly, making as much sense to the eye as possible. I think I'll allow the realism to slide if needed, for example if a minor object needs to pass through another to get to the desired transformation it can do so. Allowing smaller technicalities to pass should help me keep the finished model's poly count fairly low.











Monday, 25 April 2011

DW V

I've decided to participate in Dominance war V this year to try and learn some new techniques, gain some experience and have some fun! As I'm in work, I've been finding it hard to find the time to commit to working on it but I feel like I should be really pushing myself so here are some rough concepts/designs:

I've been dying for a project with specific requirements/rules since leaving Uni so I'm glad to be finally getting involved.








Thursday, 16 December 2010

10_Vexgnaw WIP

A quick texture test before I go to bed. Will probably use this as a foundation to play with polypaint features. (Spec's ramped a little high..)