Games Design - Prop Design
For the next project in Games Design we were asked to design a prop for Unreal, a P.C 3rd person shooter. The requirements were as follows :
Above is the first design i made for my axe, using Maya. I wasn't that happy with this because it wasn't how i wanted it to look, but this design opened to way to me thinking about the design that i wanted to see. I think the bad thing about this design was that i looked too small, i envisioned an axe that someone would have to wield two-handed.
The two images above are the axe as it looked in its early stages, the one on the left shows the shape it took and the right one shows the detail I added using some techniques that Brad (lecturer) showed me. I was starting to like the look by now and i was quite happy with it to say that I had never used Maya before I think I did quite well.
This image shows the axe with the diffuse texture map on it, in other words this is the colour information that will be shown in Unreal. I think this turned out well, I wanted my axe to have a kind of magical feel so it made it so that the indented bit had clouds in it, i would have liked to have this animated but I didn't get that far in the time I had.
Above is the finished and textured axe, I added the runes to make it more magical, and also it was a kinda interesting way to sign it because the runes stand for the letters of my name. In all I made 4 textures, 2 more than i needed to :
This is the skull that I made in Maya, I would have liked to use it but the mesh had become faulty and stupidly I hadn't saved any copies of it before it went wrong because it had started as an experiment and I never really meant to use it. I did get to see how it would look on the axe though, shown in the screenshot below :
For the next project in Games Design we were asked to design a prop for Unreal, a P.C 3rd person shooter. The requirements were as follows :
- Your model must contain no more than 2500 polygons (triangles).
- Your model must have normalised texture UV's.
- A single 'shader'; containing a bare minimum of two 1024x1024.tga format texture channels (Diffuse colour and Specular).
Above is the first design i made for my axe, using Maya. I wasn't that happy with this because it wasn't how i wanted it to look, but this design opened to way to me thinking about the design that i wanted to see. I think the bad thing about this design was that i looked too small, i envisioned an axe that someone would have to wield two-handed.
The two images above are the axe as it looked in its early stages, the one on the left shows the shape it took and the right one shows the detail I added using some techniques that Brad (lecturer) showed me. I was starting to like the look by now and i was quite happy with it to say that I had never used Maya before I think I did quite well.
This image shows the axe with the diffuse texture map on it, in other words this is the colour information that will be shown in Unreal. I think this turned out well, I wanted my axe to have a kind of magical feel so it made it so that the indented bit had clouds in it, i would have liked to have this animated but I didn't get that far in the time I had.
Above is the finished and textured axe, I added the runes to make it more magical, and also it was a kinda interesting way to sign it because the runes stand for the letters of my name. In all I made 4 textures, 2 more than i needed to :
- Diffuse texture map (Colour information)
- Specular map (light reflection)
- Bump map (height information)
- Luminosity map (Glow)
This is the skull that I made in Maya, I would have liked to use it but the mesh had become faulty and stupidly I hadn't saved any copies of it before it went wrong because it had started as an experiment and I never really meant to use it. I did get to see how it would look on the axe though, shown in the screenshot below :
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