Thursday, June 2, 2016
Velociraptor mongoliensis Skeleton - Part 1
Modeling a Velociraptor skeleton based on the skeletal drawings in the Princeton Field Guide to Dinosaurs. Might try to 3d print it once I finish it.
Saturday, November 21, 2015
Low Poly Vulture Droid
A friend asked me to model a low poly version of the Vulture Droid from Star Wars, so here we go!
(Copy/Paste the image URLs for the full sized image)
There are very few good reference pictures for the Vulture Droid that I could find, so I put together this reference sheet using the model from Battle Front 2
The basic shape came together pretty quick, at this point each wing had about 18 tris and was basically an elongated triangle, I eventually added 6 tris to the outside of each wing in order to give them a more rounded shape.
The main hull is complete and I have added the connecting guns, it was after this that I altered the wings.
The Wings and guns have been altered to better allow the wings to close, before, the guns would clips straight through the wings.
Mesh complete, I can't help but feel that the head is a little too big for the body, at least compared to official renders.
Trying out a variety of poses.
I put together a basic texture based on the Clone Wars era paint scheme.
A wireframe for good measure.
It weighs in at 312 polys and 209 verts, all told it took about 5 hours to put together everything shown. I might come back and touch up the texture or rig it up and animate it at some point, but for now I'm happy with it. If you would like, you can view it in 3d here. (Requires Unity3D)
(Copy/Paste the image URLs for the full sized image)
There are very few good reference pictures for the Vulture Droid that I could find, so I put together this reference sheet using the model from Battle Front 2
http://www.mithosk-games.com/MISC/Renders/DroidRef.png (4k) |
http://www.mithosk-games.com/MISC/Renders/vulture1.png (4k) |
The main hull is complete and I have added the connecting guns, it was after this that I altered the wings.
http://www.mithosk-games.com/MISC/Renders/vulture2.png (4k) |
http://www.mithosk-games.com/MISC/Renders/vulture3.png (4k) |
Mesh complete, I can't help but feel that the head is a little too big for the body, at least compared to official renders.
http://www.mithosk-games.com/MISC/Renders/vulture4.png (4k) |
Trying out a variety of poses.
http://www.mithosk-games.com/MISC/Renders/vulture5.png (4k) |
http://www.mithosk-games.com/MISC/Renders/vulture6.png (4k) |
http://www.mithosk-games.com/MISC/Renders/vulturewire.png (4k) |
Friday, July 12, 2013
LA3DX Ver 1.2
::EDIT2::
Alright, the Web version is fixed, I'll be updating the download versions as soon as they finish compiling.
::EDIT::
Seems like the build got messed up, I'll fix it up and post a fixed version soon
New update for the Web Player, PC, OSX, and Linux builds
-Added in Shop music to all relevant areas
-Fixed some warps in the Animal Village so they connect to the right houses, they used to connect to the Ghost House
-Added placeholder Link model, still needs animations
-Added placeholder sword function to the F key
-Started work on a Health Bar
-Added Bushes and Tall Grass to Mabe Village
Please let me know if this build runs noticeably slower for you compared to the last build, I don't know how much of a hit on performance the bushes and tall grass will have so I'll be rolling them out area by area. They might not effect anything at all but might PC is fairly powerful so I can't use my framerate as a judge.
The source fills have not been updated to reflect the new builds yet, I'll throw them up either tonight or tomorrow.
Let me know if you have any issues and as always, have fun!
Alright, the Web version is fixed, I'll be updating the download versions as soon as they finish compiling.
::EDIT::
Seems like the build got messed up, I'll fix it up and post a fixed version soon
New update for the Web Player, PC, OSX, and Linux builds
-Added in Shop music to all relevant areas
-Fixed some warps in the Animal Village so they connect to the right houses, they used to connect to the Ghost House
-Added placeholder Link model, still needs animations
-Added placeholder sword function to the F key
-Started work on a Health Bar
-Added Bushes and Tall Grass to Mabe Village
Please let me know if this build runs noticeably slower for you compared to the last build, I don't know how much of a hit on performance the bushes and tall grass will have so I'll be rolling them out area by area. They might not effect anything at all but might PC is fairly powerful so I can't use my framerate as a judge.
The source fills have not been updated to reflect the new builds yet, I'll throw them up either tonight or tomorrow.
Let me know if you have any issues and as always, have fun!
Tuesday, July 9, 2013
LA3DX Ver1.1
I've updated the unity player with a few bug fixes:
-Inside the Houses music track now plays correctly
-Added warp to the Wind Fish's Egg dungeon
-Altered texture import settings to make textures appear sharper and repeat correctly resulting in a noticeable jump in visual quality
-Thanks to Devin I was able to add in all the missing textures such as the Catfish and the Statues
::EDIT::
I have also included Windows, Mac OS X, and Linux downloadable versions for those that don't want to wait for the webplayer to load, just keep in mind I've only got a Windows PC, so I cannot test the Mac or Linux versions and so cannot guarantee they even work, my apologies if they don't.
I have updated the Unity asset package to include all the updates, as well as all the character and scenery models that were missing (thanks again to Devin) however I'm noticing a few areas still missing, most notably the interior of Richard's Villa and the cave connected to it, did I just forget to model those areas in the first place?
In addition to the above I'm going to post all the raw files here, (or here if you want a .zip version) for those that want to mess around with the files but don't have or want Unity, just please keep in mind that a lot of those models were made when I was still new to 3D modeling and quite possibly suck (I still shudder at that original Link model....) I dare not open them to see what horrors may lurk within.
I still need to go back and fix up the dungeons and caves, some of their corners had their faces completely messed up and I don't know why, only other big issue I'm aware of is the overworld theme starts over at specific areas instead of constantly looping. That is caused by using trigger zones to control the music and having to use multiple trigger zones to cover all the areas that the overworld theme plays in, I guess a better solution would be to have the overworld theme play by default and have the other areas turn it off as needed, but coding isn't my strong suit so this one might take a while to fix.
I've got a lot of other projects I'm working on so LA3D isn't my main focus, but I figure I can slowly add features to it in my off time so that eventually, way down the line its a fully playable game, but it will come in small updates like this one. Of course I encourage anyone interested to download the files and take your own crack at it,
As always, have fun guys!
-Inside the Houses music track now plays correctly
-Added warp to the Wind Fish's Egg dungeon
-Altered texture import settings to make textures appear sharper and repeat correctly resulting in a noticeable jump in visual quality
-Thanks to Devin I was able to add in all the missing textures such as the Catfish and the Statues
::EDIT::
I have also included Windows, Mac OS X, and Linux downloadable versions for those that don't want to wait for the webplayer to load, just keep in mind I've only got a Windows PC, so I cannot test the Mac or Linux versions and so cannot guarantee they even work, my apologies if they don't.
I have updated the Unity asset package to include all the updates, as well as all the character and scenery models that were missing (thanks again to Devin) however I'm noticing a few areas still missing, most notably the interior of Richard's Villa and the cave connected to it, did I just forget to model those areas in the first place?
In addition to the above I'm going to post all the raw files here, (or here if you want a .zip version) for those that want to mess around with the files but don't have or want Unity, just please keep in mind that a lot of those models were made when I was still new to 3D modeling and quite possibly suck (I still shudder at that original Link model....) I dare not open them to see what horrors may lurk within.
I still need to go back and fix up the dungeons and caves, some of their corners had their faces completely messed up and I don't know why, only other big issue I'm aware of is the overworld theme starts over at specific areas instead of constantly looping. That is caused by using trigger zones to control the music and having to use multiple trigger zones to cover all the areas that the overworld theme plays in, I guess a better solution would be to have the overworld theme play by default and have the other areas turn it off as needed, but coding isn't my strong suit so this one might take a while to fix.
I've got a lot of other projects I'm working on so LA3D isn't my main focus, but I figure I can slowly add features to it in my off time so that eventually, way down the line its a fully playable game, but it will come in small updates like this one. Of course I encourage anyone interested to download the files and take your own crack at it,
As always, have fun guys!
Friday, July 5, 2013
Link's Awakening 3D: Koholint Island Exploration
Alright, after roughly 48 hours of near continuous work, I am proud to offer a replacement to that old tech demo with the flying sword. I've thrown together 99% of the game areas into one explore-able environment complete with music. Its pretty much everything but the items, enemies, and the sidescrolling areas.
You can play it in your browser HERE.
Its not perfect, some textures and rooms have been lost and will need to be remade down the line, and some wall corners got corrupted, but its much better then what I originally gave you, and because I love you all so much I'm including the Unity 4 project files HERE for anyone that wants to mess around with it.
Also, the OST has been rehosted HERE.
Please let me know if you run into any issues with the Island Exploration, I will be happy to fix them in my down time from my other projects.
You can play it in your browser HERE.
Its not perfect, some textures and rooms have been lost and will need to be remade down the line, and some wall corners got corrupted, but its much better then what I originally gave you, and because I love you all so much I'm including the Unity 4 project files HERE for anyone that wants to mess around with it.
Also, the OST has been rehosted HERE.
Please let me know if you run into any issues with the Island Exploration, I will be happy to fix them in my down time from my other projects.
Wednesday, July 3, 2013
Link;s Awakening data
All the art assets for LA3D can be found here. They are self hosted now so they should never be lost again.
Unfortunately I lost my main hard drive a month ago and with it I'm pretty sure the tech demo is lost forever. I'll try to whip together a simple game to explore the island in Unity over the next few days to compensate.
Unfortunately I lost my main hard drive a month ago and with it I'm pretty sure the tech demo is lost forever. I'll try to whip together a simple game to explore the island in Unity over the next few days to compensate.
Let's Discuss Super Smash Bros. 4
The first of the many irons I've got in the fire is out and ready to be viewed. I've got well over 16 hours worth of video content I am editing and should be posting soon. I've also got a bunch of modeling and game related work to show off soon.
I can't wait to show you all what I've been working on since going dark, the coming weeks and months will be very exciting!
Saturday, April 2, 2011
Human Carrier: Work in Progress 3
Texture done for now, wanted to keep it simple and pixilated, I'll probably come back and touch it up at a later date.
Next up I'll be working on an alien fighter.
As always, comments and crits are encouraged.
Sunday, March 13, 2011
Sunday, March 6, 2011
Human Carrier: Work in Progress 1
Working on a Human Carrier, trying to maintain the pointy aesthetic of the Dart between all human ships.
As you can see from the turnarounds, I still have to model the back bits, I have also included a dart for a size reference, the Carrier holds 8 Darts and can launch all at once via the 4 chutes on the underside of each side segment.
As always, click the pictures to embigafy, comments and crits are always welcome. I'll post another update once the back end is complete.
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