Wednesday, January 26, 2011

Start to GCA




Here is the start to my Game Cinematic class (GCA). I am doing an old graveyard with a church and some trees in it, and this is the main part of the church. I still have to make the steeple for it and everything but its a start. Modeled in Maya 2009 and has a 188 tri count. Huzzah for low poly models! brought it into zbrush and painted on the bricks, roof tiles, window detail, and the upper trim piece on the roof. Made the textures in Photo Shop CS5 then brought it all into Unreal Development Kit (UDK). Enjoy ^_^

Thursday, January 20, 2011



Here is a mock up of all the assets I had a hand in making or completely made for the Dark Brethren side of our map. The only piece I did not model is the huts in the back, and all of the textures are my own. W00t!



And here is a mock up of all the Blessed assets I worked on for the game, excluding the power core. The huts and arched walls were modeled by a fellow team member and all the textures I did. Huzzah!

And now....to place them all in the map...

Blessed Pylon



And here is the Blessed variation of the pylon on its base with some crystal clusters. Modeled in Maya 2009, textured in Photo Shop CS5. W00tW00t!

Blessed Minion Hut



These are the Blessed equivalent of the minion spawning huts. They were modeled by a team member and handed off to me for texturing. HUZZAH! Modeled in Maya 2009 and textured in Photo Shop CS5.

Blessed Power Core




Well here it is! The Blessed Power Core. The Objective of our game is to fight through hordes of minions and the opposing champion to destroy the opposing champion's power core. Modeled in Maya 2009 and textured in Photo Shop CS5.

Blessed Wall and Wall Break Ups



This is the wall break up that is placed in between the wall sections in the places where the wall arch is too narrow for the wall break up below.



This is the wall break up that is placed between wall sections when the wall arches are wide enough.



The wall section is placed through out the blessed side of the map, segmented by the break ups above.

The wall was modeled by a team mate and the job to texture was handed off to me. The wall break ups and textures were made by me. All assets were modeled in Maya 2009 and textures were created in Photo Shop CS5. Enjoy ^_^

Shield Control Points



The shield control point for our game. In game the more control points under your control the faster your shields regenerate around your power core. In game the control point swaps between a Dark Brethren, Blessed, and Neutral texture to show the player who controls what. Modeled in Maya 2009, textures done in Photo Shop CS5.