WIP 3d environment

February 11, 2013

Just finished unwrapping the scene thought i wuld post progress now on to texturingWIP Bar area

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Some more Dusk shots

May 30, 2011

Added a few things so thought i would post some more shots 🙂
Tweaked the lighting and layout also added an exterior cityscape to the level to put it more in to context. Pleased with the final result should be ingame by the end of the week 😀

top down and perspective view

Happy birthday de_dust 12 years old last week.

Mostly these last two weeks I have been texturing Jessica’s lovely character and accessory models for FPStrainer.com.

Here are a few to tickle your fancy

Dapper Gent Bot

Originally a tea taster he drank so much tea he became sentient and now always savours a good duel before a brew. He fights with honour never attacking an enemy from the rear.

Cowboy bot

A robot sheriff originally designed for theme parks this unit rebelled against his human masters. He fights with pistols only but his accuracy and skill make him a very formidable opponent.

1970s Cop bot

Previously an archivist’s assistant this robot spilt Irn Bru in to his memory unit while categorising the entire Starsky and Hutch back catalog. Consequently he has an uncontrollable urge to slide across car bonnets and have gun shootouts. He will always seek out the strongest player in the game to try to bring them to justice.

The Wizard

Very little is known about this individual he is however at least part human. His mystical tattoos may hold a clue to his history and his powers.

More to come soon watch this space.

The brief for this level was to create a test case for players to practice on their favourite maps. This is a homage to one of my personal favourite levels from the Call Of Duty series Designed to be the first level to be released for the Tactical Trainer add-on for FPStrainer. Watch this space for more details on the specific tactical training mechanics. As usual created, unwrapped in maya, textured with Photoshop, exported to unity via .fbx. Terrain, effects, Occlusion culling and light mapping all done in unity.

After making the underground waterworks level i decided i wanted to make something more open and expansive. The basis for this design was the idea of an remote missile silo with several sniping positions and areas only accessable via rocket jump it allows player to think outside the box when creating stratagies and zoning. The central hub or silo area is the power play area with several powerful pickups within easy reach but far enough away to allow other players to challenge for control of the area. The mesh is extreamly low poly measuring in at 5526 tris. Modled in Maya, textured in Photoshop, Light and normal mapped using Unity.

You can play the Level at www.FPStrainer.com I would love to know what you think 🙂

My first Level design project for Play2Improve and FPSTrainer.com. I wanted to create a small and relatively intense level with powerful but risky pickups. My aim was to discourage zoning and allow a wider range of player to feel like they are equally matched with potentially better players on the map. The underground setting of this level adds to the intense claustrophobic combat, while the lack of hiding places and exposed powerplay items forces better players to leave the (comparatively easy to defend) safety of the upper levels. Modeled and unwrapped in maya, texture in photoshop, lights and normals mapped in Unity. Final Tri Count 3665

You can sign up to www.FPStrainer.com using facebook and have a go…goan goan goan goan.

Some graphic design for Play 2 Improve’s new Product a online game designed to teach people the skills to win at first person shooters. I wanted to create a badge like logo that almost gave the feeling of a gym or training camp uniform.