6.06.2012

Aerial Observation Module: 3D Concept Model

3D environment models with some base textures.  More detailed work needs to be done.


dynamic view from bottom

lower rear showing backup engine tanks and comms

detail of designation sail in the wind

detail of rolled up designation sail and ropes

detail of ropes and rails

top deck with telescope

observer's chair

full side view

5.31.2012

Arial Observatory Module: 3D Model Clay Renders

A few pre-texture, clay renders of a concept aerial craft.



Border Arial Observatory - Side View



back view


view from bottom


top deck - telescope


top deck - observer's chair


top deck - left side


lower deck, above engine room - details


rope and mooring - detail

5.21.2012

Arial Geode Arsenal: 3D Model of War Machine Concept

My concept. Work in progress.


landing gear down and all doors open - air intakes on the top and jet exhaust below them


closed


open (modeling not complete)


link gun details


5.17.2012

Environment Assets: Textured Low Poly 3D Models for Prototype I level





These are pretty quick, very low-poly models for a prototype 3D side-scroll level.


wall 9x9


wall 9x18


entry wall


ceiling support



 pillar support, short


pillar, tall


pipe, short


 pipe, long


wall apparatus


wall panel

5.12.2012

Le Mans Mercedes-Benz C9: 3D Sportscar Model

Completed high-poly 3D Model of the Mercedes-Benz C9, created and rendered in modo 601. A few clay renders:







5.11.2012

Le Mans C9: 3D Model (w.i.p)

Been working on this for a couple of days.  About 80% complete with the model.


5.01.2012

Arial Observatories - Outer Post Module Low Poly

The outer post module is designed for long term, isolated observation assignments.  It's mission is to expand both the horizon of stellar knowledge and the borders of the scientific kingdom.

There are still small detailed to build, such as tanks and cables, a couple ladders and a coms deck that extends off the side, similar to the current docking deck.  Most of those detail models will be reused in other observatory models.



Entire module structure, with the type of hull fin found on racing skippers, a couple of stabilizing wings just under the engine room, and the main observatory above the central lift fans.  The top observatory would be about to rotate around 360 degrees, with a fully retractable telescope and draw doors.



View from the underside, showing the double lift fans.



Top view showing the external stairs and extension of the landing dock (used for landing a separate, much smaller transport pod.



View of the telescope as it sits in the dome.  The landing dock extends out to the left (the back of the craft).



Detail of the land docks draw mechanics.  The ramp at the end folds up when not in use.



Telescope detail showing half of its pivoting mechanism.  It will also have a rotating floor mechanism, observers chair, and secondary scopes off its sides.  Those would be some of the detail models that can be reused in other observatory models.


11.07.2011

Level Design in UDK: Work in Progress 4 - Level Streaming, Post Process Volumes, Controlled Ambient Sounds

This video shows the nearly complete Utility 1 area of my level.  At the end, the next area is loaded while the player rides up the elevator.  Once exiting the elevator, the entire level shown in this video is removed from memory.


Major additions since last video:

- controlled respawn points if player is killed
- real time cave in ladder well
- sky dome with lightening and lens flare
- ambient sounds with ambient sound volume areas
- changes in post processing effects
- level areas stream in and out based on where the player is located


10.29.2011

Level Design in UDK: Work in Progress 3 - Use Flashlight, Ambient Sounds, Pick Up and Place Objects

This is a more complete build from the previous video.  The entire main puzzle of this part of the level is completely assembled and functional using Kismet.




10.25.2011

Level Design in UDK: Work in Progress 2 - Toggable Lights and Damage Areas, Spawning Explosions and Rigid Bodies, Elevator, Using a Flashlight and Ladders

This work in progress video shows the player attempting to use a door which malfunctions.  The explosion cuts out the electricity and creates an electrical damage area.

The player takes an elevator down a level and finds a flashlight.  The elevator controls are damages on this level as well.

Another doorway leads to a ladder.  At the bottom of the latter, the player will eventually be able to fix the electrical problem and get back on track.



10.18.2011

Level Design in UDK: Early development of start of level

The start of the level is blocked out and some of the Kismet is put together.  There is still some lighting and texture to do, as well as polish the main puzzle in the area.

The player is in a bunker and there is a cave in.  The player must find a way out by putting out a fire.

The main goals of this area are:
  • to trigger the spawning of dynamic rigid bodies and emitters
  • destroy all spawned objects when leaving the area
  • dynamically destroy a kill zone (around fire)
  • go through different post processing volumes