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.
Sunday, February 13, 2011
Dart: Wireframes and Color schemes




If you watch my Deviant Art account you might have seen this model before, I finished it up a few months ago and it will serve as one of the main playable ships in one of our upcoming shooters. I've been experimenting with several different color schemes and right now I'm tweaking the red and silver with blue hexagons. Be sure to let me know what you think.
Polys: 1,434
Verts: 1,601
Completion Time: One Week
Wednesday, February 9, 2011
CORE Games Media Net
Hey guys! It's been a while, sorry for not posting more updates on the Rotunda thing, the laptop I was using for that crapped out a while back and I lost pretty much everything related to it, not really a big loss but I may get back to it in the future.
ANYWAY, I wanted to formally announce the CORE Games Media Net, basically me and my buddies down here in Florida have come together to form a group based around making games, skits, comics, let's plays, and generally just having fun, for those of you are more interested in the games aspect, we have several projects in the planning stages, most of which I can't talk about just yet, but in the coming days I will start uploading art work related to the one I have the most personal interest in. It will hopefully update every night I've worked on something, showing you my progress for the day, rather then just showing the completed model like with what I was doing for the LA3D stuff.
If you are interested in CORE Games in general, we have a blog, YouTube account, and a daily updated comic set up. For those who aren't interested in any of that, I will continue to update this blog with information, renders, etc for projects I am personally working on.
Please be aware that we are going to be in the process of moving over the next few days, so if you don't see any updates it will be because we don't have internet set up in the new place yet.
Ciao for now,
Mith
ANYWAY, I wanted to formally announce the CORE Games Media Net, basically me and my buddies down here in Florida have come together to form a group based around making games, skits, comics, let's plays, and generally just having fun, for those of you are more interested in the games aspect, we have several projects in the planning stages, most of which I can't talk about just yet, but in the coming days I will start uploading art work related to the one I have the most personal interest in. It will hopefully update every night I've worked on something, showing you my progress for the day, rather then just showing the completed model like with what I was doing for the LA3D stuff.
If you are interested in CORE Games in general, we have a blog, YouTube account, and a daily updated comic set up. For those who aren't interested in any of that, I will continue to update this blog with information, renders, etc for projects I am personally working on.
Please be aware that we are going to be in the process of moving over the next few days, so if you don't see any updates it will be because we don't have internet set up in the new place yet.
Ciao for now,
Mith
Thursday, October 21, 2010
Checking in and Rotunda part 1
Hey guys, long time no post. The shmup is currently underway but I'm waiting on concept/ref art at the moment, so I decided to whip up a quick map for Halo Custom Edition. Thought it would be fun to show you snapshots of it as I work.
To start off, here is a quick ms paint sketch of the level's layout

(Click for full size)
I actually sketched it out in a notebook first, but I don't have access to a scanner.
The map will have three floors, centered around a large pillar, the "bases" and flag spawns will be right next to each other on the second floor, but with a wall separating them forcing players to go around the long way.
Players have several paths they can take to get around the map:
They can jump down to the first floor which offers the shortest path between bases, but is effectively a kill zone offering no cover and plenty of places to be attacked from.
They can take the middle path, above and going around the edge of the first floor, this path is a longer route, but offers more cover and gives you a pretty good advantage over anyone on the first floor.
They can also take the outer path, a long curving hallway around the outside of the map. This is the longest route, but also the safest.
There are one way teleporters near both bases that lead to a small ledge on the third floor which holds a power weapon (Rocket Launcher on Slayer and Oddball, Sniper Rifle on Capture the Flag and King of the Hill)
This is a small sized map which should be great for 4 to 8 players.
I'll be back in a bit with the level blocked out and in game to test the layout.
To start off, here is a quick ms paint sketch of the level's layout

(Click for full size)
I actually sketched it out in a notebook first, but I don't have access to a scanner.
The map will have three floors, centered around a large pillar, the "bases" and flag spawns will be right next to each other on the second floor, but with a wall separating them forcing players to go around the long way.
Players have several paths they can take to get around the map:
They can jump down to the first floor which offers the shortest path between bases, but is effectively a kill zone offering no cover and plenty of places to be attacked from.
They can take the middle path, above and going around the edge of the first floor, this path is a longer route, but offers more cover and gives you a pretty good advantage over anyone on the first floor.
They can also take the outer path, a long curving hallway around the outside of the map. This is the longest route, but also the safest.
There are one way teleporters near both bases that lead to a small ledge on the third floor which holds a power weapon (Rocket Launcher on Slayer and Oddball, Sniper Rifle on Capture the Flag and King of the Hill)
This is a small sized map which should be great for 4 to 8 players.
I'll be back in a bit with the level blocked out and in game to test the layout.
Friday, August 27, 2010
3d Link's Awakening Level Data
So hey, arrived down here in Florida a week ago, just got my internet connection. To celebrate, have the LA3D level data! Overworld, Dungeons, Houses, and Caves all in .obj format, plus textures and music. Characters, Items, and Scenery will be posted later.
Been busy discussing potential projects with my friends down here, most likely going to be working on a Shump, with a Star Fox style arcade shooter on the back burner, I'll be posting progress on this projects as they develop just like LA3D, should be fun.
Been busy discussing potential projects with my friends down here, most likely going to be working on a Shump, with a Star Fox style arcade shooter on the back burner, I'll be posting progress on this projects as they develop just like LA3D, should be fun.
Sunday, July 18, 2010
3d Link's Awakening Final Update
And that's it! The Egg is complete, and with it, this nearly 2 year long project!


I had a lot of fun working on this, and would like to thank everyone who has followed me on this project, and everyone who has helped me.
I wish I could keep this going and make a full game out of it, but I lack the programming skills required to do so. Instead I am going to release the Soundtrack composed by the wonderful Dan Vithyavuthi for this project, as well as all my 3d models, maybe someone will find use for them.
I'm going to be on a temporary hiatus for a bit, as I am happy to announce that in August I will be moving from Washington to Orlando Florida to start an indie game company with some of my friends. I will also be doing more non-game projects, such as game reviews, let's plays, and a series about what I have learned as a game tester, in my free time. The hope is to get more active, get my name out there, and get some indie games released.
Links Awakening 3D OST vol 1
Songs can be found on YouTube as well
Note: Volume 1 of the OST contains all the songs Dan made before he had to quit due increasing work load from college. When he has the time I will commission him to finish up the remaining tracks and release them as Volume 2.
Models will be uploaded after they are cleaned up.
See you on the other side!
~MithosKuu


I had a lot of fun working on this, and would like to thank everyone who has followed me on this project, and everyone who has helped me.
I wish I could keep this going and make a full game out of it, but I lack the programming skills required to do so. Instead I am going to release the Soundtrack composed by the wonderful Dan Vithyavuthi for this project, as well as all my 3d models, maybe someone will find use for them.
I'm going to be on a temporary hiatus for a bit, as I am happy to announce that in August I will be moving from Washington to Orlando Florida to start an indie game company with some of my friends. I will also be doing more non-game projects, such as game reviews, let's plays, and a series about what I have learned as a game tester, in my free time. The hope is to get more active, get my name out there, and get some indie games released.
Links Awakening 3D OST vol 1
Songs can be found on YouTube as well
Note: Volume 1 of the OST contains all the songs Dan made before he had to quit due increasing work load from college. When he has the time I will commission him to finish up the remaining tracks and release them as Volume 2.
Models will be uploaded after they are cleaned up.
See you on the other side!
~MithosKuu
3d Link's Awakening Major Update 30
And bam! Level 8 - Turtle Rock is complete!
Click the two images below to enlargenate!
Perspective:

Top Down:

All that is left is the stupidly small Windfish Egg, which I will probably start and finish tonight.
Click the two images below to enlargenate!
Perspective:

Top Down:

All that is left is the stupidly small Windfish Egg, which I will probably start and finish tonight.
Sunday, July 11, 2010
Checking in

Almost done with Turtle Rock, its been a draining task :P its friggen huge. I might get it done tonight, not sure. Plan to have Turtle Rock and the egg done this month, followed by a little present for those who have been following this project for so long, and a special announcement.
Tuesday, June 15, 2010
Mein Gott
Nintendo wins, forever.
I will get back to work on the eighth dungeon after I change my pants.
I will get back to work on the eighth dungeon after I change my pants.
Sunday, June 6, 2010
Thanks
I want to thank every one for your kind support, with out it I doubt I would have gotten as far as I did, seriously, thank you all.
Right now I plan on finishing up the 8th dungeon in one mega post, followed by a short update with the egg, and download for all the model files, and a small thank you gift for every one who has been following this little adventure.
After that I'm going to take a break for a month or so. Fix up some issues with my social life, get some sorely needed exercise in, and do a lot of planning. Got a game idea that I think I can actually pull off, so I'll be saving up some funds so I can hire people to help me out with that, I might put up a donation button to help fund the thing but I would rather pay out of my own pocket ; ).
See you guys in a bit.
Right now I plan on finishing up the 8th dungeon in one mega post, followed by a short update with the egg, and download for all the model files, and a small thank you gift for every one who has been following this little adventure.
After that I'm going to take a break for a month or so. Fix up some issues with my social life, get some sorely needed exercise in, and do a lot of planning. Got a game idea that I think I can actually pull off, so I'll be saving up some funds so I can hire people to help me out with that, I might put up a donation button to help fund the thing but I would rather pay out of my own pocket ; ).
See you guys in a bit.
Tuesday, June 1, 2010
Stressed to Hell
Due to a variety of factors, including a borked social life, I'm going to be dropping off the internet for a bit. How long? No idea. What does this mean for LA3D? I might work on it here and there, but for the most part you may as well call it "on hold".
I am going to be honest, working on this thing all by my self for almost two years has left me drained, Dan is busy with college and doesn't have time to spend on a fan game, same with everyone who has attempted to program for me, more important things come up, and I honestly can't afford to hire some programmers full time to get this thing done. Do I want to quit? No, but at this point I think I would rather focus on things I can actually finish, Link's Awakening was a huge, complex game that had a full dev team working on it, not just one guy.
Again, lack of programmer support isn't the main reason why I'm going away for a bit, blame the BS that is my social life for that. For now, I'll probably finish up the eighth dungeon and maybe the egg, then release a pack of all the models I've completed, maybe someone who knows programming will be able to make use of it.
tl;dr: I'm stressed as Hell, putting LA3D on hold once I finish the last dungeon, will release a model pack, then I'm dropping off the internet for a bit.
I am going to be honest, working on this thing all by my self for almost two years has left me drained, Dan is busy with college and doesn't have time to spend on a fan game, same with everyone who has attempted to program for me, more important things come up, and I honestly can't afford to hire some programmers full time to get this thing done. Do I want to quit? No, but at this point I think I would rather focus on things I can actually finish, Link's Awakening was a huge, complex game that had a full dev team working on it, not just one guy.
Again, lack of programmer support isn't the main reason why I'm going away for a bit, blame the BS that is my social life for that. For now, I'll probably finish up the eighth dungeon and maybe the egg, then release a pack of all the models I've completed, maybe someone who knows programming will be able to make use of it.
tl;dr: I'm stressed as Hell, putting LA3D on hold once I finish the last dungeon, will release a model pack, then I'm dropping off the internet for a bit.
Subscribe to:
Posts (Atom)



