Showing posts with label Andrew. Show all posts
Showing posts with label Andrew. Show all posts
Wednesday, November 4, 2009
Monday, October 19, 2009
Pirate Base Progress, Weapon Model 001, Character Model
Here we have some renders of partially complete models of: A gun with temp materials for colour reference later on when it comes to texture it.
My character model the giant water bug, still to be fully rigged and unwrapped/textured.
And the building I've been working on, the pirate base/office building. Currently being unwrapping the main building. The floor is a separate object due to problems with the normals not displaying nicely when joined, I hope this isn’t a problem? Also all stairs are separate. I've also made some props such as desks, a chair, planks of wood, sandbags, and hand rails. Will consider making a window to break apart if I get the time.
C&C Welcome, and encouraged.

My character model the giant water bug, still to be fully rigged and unwrapped/textured.
And the building I've been working on, the pirate base/office building. Currently being unwrapping the main building. The floor is a separate object due to problems with the normals not displaying nicely when joined, I hope this isn’t a problem? Also all stairs are separate. I've also made some props such as desks, a chair, planks of wood, sandbags, and hand rails. Will consider making a window to break apart if I get the time.
C&C Welcome, and encouraged.


Friday, September 25, 2009
GO3 footage
Hi all, just a quick post to ask if anyone has anything specific they'd want to be in the video for TAFE's GO3 booth?
Ive ordered the work in alphabetical (its the way after effects ordered it in the menu so I just stuck with it, it's easyer this way).
I've got lots of footage for some people but not much for others, I'm looking at you Adam, Josh, Scott and Stuart haha. I've used SOME bits and pieces I've found floating around in various files and off of the blog but I'd like it if you guys had some input into what I show of your work.
Scott and Josh, if you haven't received an email notifying you of a PM in the forums can I get you both to have a look please, you should both have a PM waiting for you detailing things I'd like from you.
OK that's about it for now.
Cya people.
Ive ordered the work in alphabetical (its the way after effects ordered it in the menu so I just stuck with it, it's easyer this way).
I've got lots of footage for some people but not much for others, I'm looking at you Adam, Josh, Scott and Stuart haha. I've used SOME bits and pieces I've found floating around in various files and off of the blog but I'd like it if you guys had some input into what I show of your work.
Scott and Josh, if you haven't received an email notifying you of a PM in the forums can I get you both to have a look please, you should both have a PM waiting for you detailing things I'd like from you.
OK that's about it for now.
Cya people.
Thursday, September 17, 2009
Galaxy Map
Wednesday, September 16, 2009
Monday, September 14, 2009
Opening sequence - concept storyboards 001
I came up with a very quick concept of what might pass for an opening sequence to the single player aspect of the game, it would require extra modeling and such but cant expect such a thing to NOT require some extra work. Only problems I can think of so far are: the hologram projectors wont be in the same place each ship, so programming will be required by you guys, should be as simple as "move origin to here" I'm guessing?
The other problem... Fire, realistic or semi-realistic, how could we achieve this to act in the way I've drawn it out?
I think I managed to get in the majority of the story ideas we came up with today (as well as the old Supernova name idea).
Anyway, cockpit, this would obviously need to change depending on the players ship selection, assuming we get that far, I mean, I suppose a fairly good 2d image would even pass as a cockpit.
That is all I can think of that may or may not be a challenge to the team.
Anyway, comment with your thoughts.


The other problem... Fire, realistic or semi-realistic, how could we achieve this to act in the way I've drawn it out?
I think I managed to get in the majority of the story ideas we came up with today (as well as the old Supernova name idea).
Anyway, cockpit, this would obviously need to change depending on the players ship selection, assuming we get that far, I mean, I suppose a fairly good 2d image would even pass as a cockpit.
That is all I can think of that may or may not be a challenge to the team.
Anyway, comment with your thoughts.


Wednesday, August 26, 2009
HUD progress as of 4.40 26/08
Here is what I've got so far for the HUD, if anything else is required let me know. I've slightly changed the design as I've gone along at suggestion by class mates and Tim.
I've given the horizon and vertical bars extra length just in case it will make it easier for you programmers to use. I'm not sure about how the compass letters are rotated, if it looks wrong to other people it's easily changed, as are colour swaps.
As you can see from the weapons bar (bottom right) I've put in temp values and images so you can get the feel of it. The words on the top bar will highlight when activated, as seen in this image on the "engines" icon. The "!missile lock!" and the warning bar/lights below will light up/flash when a missile is locked onto the player NOT locked onto the enemy.
Also included are possible enemy and friendly icons if there aren't any already made, though once a faction logo has been chosen maybe it would be cool to use the logos for the friendly/enemy icons, depending on the logo designs that is.
Comments appreciated.
I've given the horizon and vertical bars extra length just in case it will make it easier for you programmers to use. I'm not sure about how the compass letters are rotated, if it looks wrong to other people it's easily changed, as are colour swaps.
As you can see from the weapons bar (bottom right) I've put in temp values and images so you can get the feel of it. The words on the top bar will highlight when activated, as seen in this image on the "engines" icon. The "!missile lock!" and the warning bar/lights below will light up/flash when a missile is locked onto the player NOT locked onto the enemy.
Also included are possible enemy and friendly icons if there aren't any already made, though once a faction logo has been chosen maybe it would be cool to use the logos for the friendly/enemy icons, depending on the logo designs that is.
Comments appreciated.
Monday, August 24, 2009
Hud design - Textless
Monday, August 10, 2009
Ships and 2 alien bodies 10-08-09 - Andrew Mabey
Saturday, August 8, 2009
Ships and Aliens - Andrew Mabey
Hello all.
Here are the rough sketches I've been drawing over the past two weeks. I've been looking at all sorts of things for reference and inspiration, some of which may or may not be evident in the designs themselves. After the first week I tried to move away from my attempts to incorporate engines that had an intake, like you would find on a real world airplane. I have given each group of ships different names to help with identifying them should they come up in discussion.
For the alien heads I took inspiration from real world bugs that had been photographed using what I believe was an electron microscope.
The site I've been using for alien inspiration is: http://www.uglybug.org/
Anyway, here is what I've come up with. Keep in mind these are all concept sketches.






Here are the rough sketches I've been drawing over the past two weeks. I've been looking at all sorts of things for reference and inspiration, some of which may or may not be evident in the designs themselves. After the first week I tried to move away from my attempts to incorporate engines that had an intake, like you would find on a real world airplane. I have given each group of ships different names to help with identifying them should they come up in discussion.
For the alien heads I took inspiration from real world bugs that had been photographed using what I believe was an electron microscope.
The site I've been using for alien inspiration is: http://www.uglybug.org/
Anyway, here is what I've come up with. Keep in mind these are all concept sketches.






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