These are some of the final images from my UDK level that I've spent the last months producing. I feel as though I've kept to the concepts I've had well, as well as the colour palette I wanted to keep true to. I don't feel as any of the colours stand out against the each other. I've kept the colour palette pale, gentle, and atmospheric. I've also managed to make my own trees, as well as provide blossom particle systems for them. Now when the level plays, blossom petals fall from the flowers on the trees and land on the ground below.
Squirrels Art
BA Game Art Blog
Friday, 9 May 2014
The Teahouse
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Final character
Here are the final images for my character design. I have the blueprints, the final image and a character sheet. I've kept the blueprints overly simple so they can be open to interpretation in theory to other designers. The colour-scheme has been set in stone, however. It's something I've provided on the character sheet, along with variations of her hair and helmet. In the end I gave her a softer expression, and kept her outfit a lot more simple than I had initially planned. Overall I'm quite pleased with the final results, as I feel I've given done the concept justice. I've managed to keep to the brief, as well as quirks I wanted the character to have, such as dark hair, cat eyes, pale skin, Egyptian symbols, and as a pyromancer.
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Further Character Development
This is where I've begun to take on a painterly style whilst drawing up further concepts for my character. Here I'm already carefully considering colour schemes for my Egyptian theme. I'm careful not to make the colours too bright, and take into consideration the smaller details such as cat eyes, her Pyromancer skills and her armour. I haven't decided on which colour of fire she'll wield yet. On the last image, I've already started to draft up the final image that'll represent my character. I've decided on a dynamic pose as I feel this will help get across her personality more. I also feel that by showing her in action it's more believable and her character will feel more real.
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Grass UDK
The texture for the floor was something that I was particular proud of. The image consists of over six layers, combined to give the illusion of a grassy floor, with mud, rocks, daisies, and some areas dryer than others. I had to use my tablet to give the areas around the mud a softer look, and drop shadows were needed to give the illusion of depth. I've also used bevel on the rock areas to highlight where the rock might be sharper, as I feel this will help the bump map to bring it to life, which I feel it did in the end. However, despite the size of the image, the tiling can be seen clearly within the level, so I'll have focus on adding ground clutter afterwards.
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Cubie Final Piece
This is my final Paper Craft template that I've printed out and made. I've kept the design of the outfit simple overall and true to the colours of the Spellbreaker uniform. I've also made ears for the piece, as well as allocated extra slice slots for them to be fitted where the ears should be. I've tried to base this design off how I think I'd look as a Paper Craft child. I've kept the freckles, skin tone, and hair colour vaguely the same. The eyes, however, have to be green. Because Blood Elves are dependant on fel energies to survive and stop themselves from decaying massively, their eyes across the whole city have taken on a shade of verdant green.
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Cubie Inspiration
For my paper craft child I've decided to focus on Spellbreakers, which are a elite class within World of Warcraft. They are a race speciality class. Spellbreakers are a warrior class that wear cloth armour and robes. They fight with a wall shield, and a glaive. This glaive is magical and the Spellbreaker can throw, before resummoning the blade with precision into his hand. Spellbreakers are also immune to magic, which makes them the best anti mage class in the whole of World of Warcraft. They also have the abilities that a mage would have. They can teleport, blink, cast fire and arcane based spells. They are also very versatile and deadly, yet cannot hold well against a warrior class. Spellbreakers became extinct in an earlier expansion, and only in the more recent one have they made themselves known again.
I'm going to be focusing on recreating the colour palette within the robes. The red, green, and golds are very patriotic to the race of Blood Elves. In the game World of Warcraft, the Spellbreaker doesn't exist, but the Warcraft II model is my prime example. The closest look to Spellbreakers can we find in game as reference is the Royal Guard within Silvermoon City.
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Models Models Models
At this rate I've started texturing more of my assets and putting together my level. I'm not focusing on any particular area of my level, I just want to get the main bulk of the assets done. I'm still focusing on the bigger assets, rather than the detailed ones. Once again I'm still sticking to the same palette for my level, careful not to make any assets brighter than others.
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