Tuesday, May 22, 2012

Not done yet................

I know I can't be the only who does 2 things at once. Here are the pieces I plan on finishing up after I finish the Gothic Church. I also have a floating city environment  in the works but I am not ready to post that yet. The first is Hellboy's Revolver, I started this piece a while ago just to work on my speed. I recently begin reworking, it so I can get it ready for so good high poly work. I think its ready to go.

Second is something I created out of pure  random. After  watching the Addams Family on Netflix, I decide to create my favorite character, Thing, However, I wanted to add something more to him than just a hand with a wrist. So, I am making a steampunk Thing. The wrist has an eyeball which detach from the hand and have its own personality. I thought it would be great to actually add something a little more unique to Thing.

Third, would be my hard working internship work but, I am not going to post any images from it because I was asked not to. Even If i can I would not, I am loyal to my internships and follow the rules that follow. These people are teaching me and giving me the experience I need to make out there in the game industry. I am not going to betray that trust. however, the pieces came out pretty dope.
Man.... I  have a lot to post today so here I go. First up is the Gothic Church progress. Originally, it was suppose to be done already but my internship work had to come first. Here is the progress so far. Its in the unreal editor for gears of war. Which means, ITS ALMOST DONE!!!

As you can see its still in the early stages of development but I am happy with the progress. I originally made custom collision for each of my models but I decided to not use them. Using collision on certain objects causes complications. I decided  to make a blocking volume for most things, so it can run smoother.

I am really digging how the banister's came out. I am excited to to begin adding the coffins, they came out cool too. Can't wait to Z brush both pieces.