ASSET-DESIGN
3D modelling was something I first explored during our 'professional development' unit of second year, you can find that here.
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The assets you can see above are what I made using Blender to populate our levels for 'Forsaken Realms'; materials applied in Unity (using the standard HDRP). Due to the very limited timescale I had to develop these assets, most of them are low-poly models, all following a basic stylistic approach so that they could knit the world together in our collective vision. I considered their placement and purpose to engineer how the game was played from a mechanical view, such as accomodating mob-spawning or crowd-control for the players. Thereafter, in a stylistical lens too, such as progressing the narrative and using the cinematography to help achieve that progression.
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Over the summer following, I wanted to better my understanding of modelling and all of its principles, then practicing and experimenting for myself on the things I had learned. Gradually, I began to increase the poly-count of models I was creating as they became more complex and explored the very basics of rigging these models. Thus far, I have focused my efforts on creating weapons designed for atmospheric role-playing games or re-developing assets I had already done (below); you can find these on my Artstation too (here).
INVESTIGATIONS INTO:
POST-PROCESSING
ANIMATION + RIGGING
Still with a focus on low-poly shapes, I began exploring with post-processing effects such as 'bloom' and Blender's modifier system. This was used for a Game Jam I entered over the summer.
Gradually increasing the poly-count of my assets, creating more intricate and complex shapes. This 'G.17' inspired pistol was fully rigged for animation. The barrel would move across the slide upon firing.
TEXTURING
Looking to texture these models on external platforms such as Adobe Substance Painter. Here, I focused mainly on exploring the layering system, allowing for dynamic rust and dirt effects to create realism for the assets.
WIP SHOWCASE:
All below have been made using Blender for the modelling and Adobe Substance Painter for the texturing, I will be using Maya in the coming months too.
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