Saturday, March 12, 2011

3rd person action adventure title development

Low poly, real-time 3ds Max screen capture.
I want to make this look as good as possible for the Iphone 4 platform, and have it look good enough to upscale to the Ipad and PC with minimum effort.




Screencaps of a 2.5d animation project. This has been done to develop techniques for use in 2d animation features and motion comics. It will also be used for game cinematics.

Characters are 2d, environment is 3d.
Photoshop, 3d Studio Max and Combustion.




3d spear used in the 2.5d animation.




A collection of poses capable with the rig.










Sketches

Dragon sketches.


Oh Canada

How I feel about the current weather conditions.

Guitarist 2.5d animation.

Currently setting this guy up for a quick walk and strum animation.

MMA fighter- Champion's road



Low rez cage with normal maps applied. Hair and effects are photoshop.
Rendered in 3ds max.


Z brush sculpts of male mid-size body base. Hair is just a quick photoshop.
Rendered in 3ds max.
Flex pose is low rez cage with some mo blur on. Just a test.



Latest arena look.
High poly, but built with low poly optimization in mind. (Turbosmooth quad
tessellation friendly.)



Arena environment look dev.




High poly arena wip.




Arena card girls/security. Stronger than they look. One could say they punch their weight.





Pencil and Photoshop roughs.



A Shaolin monk on a mission. Of PAIN!!!


A mountain dwelling, Irish kung fu master.







Cyborg upgrades.




MMA Fighter- Champion's road character concepts.



These would be your initial choice base body types.

Childhood TV show memories

Very short 2d animation I made, using pencil, Photoshop and 3DS Max in a motion comic book style.
A mix of 2d and 3d elements, composited in Combustion.
(No, I haven't watched the movie, aint gonna either...)

Sunday, March 6, 2011

Greeble Shooter - Game universe development


Fleshing out the flight-suit.
Pencil and Photoshop.




Animation test.
3d studio max, realtime character mesh.


Gameplay is being fleshed out as well.














Early prototype of the main character. Built in 3ds max. The model is realtime specs, but still in early rough shape. The high poly source model is being built currently. From this, detail maps will be extracted, such as normal and ambient occlusion.

















Main character concepts. Pencil, Photoshop and 3ds max.









One of the bosses one will have to deal with. A fairly final concept. This should be fun to realize in 3d, articulated steampunk style headgear and armor.



Air assault trooper. Here is a fairly final concept. The wings will be mechanical in 3d.



Here you can see the initial sketch and subsequent black and white rendering in Photoshop. Multiple poses, as I plan to animate the image, motion comic style.