Friday, October 16, 2009


As promised, I'm back again with a look at some high-polygon stuff that I've been cooking up.

This time it's again more character stuff, and I'm really excited to show you my progress. I've been working with a great group of guys that have been working on a project that we will eventually enter into Microsoft's annual "Dream Build Play" contest for their XNA platform. Together, we're called Marooned Games. And our first title is pretty darn ambitious. But hey, go big or go home, right?

click the image above for a closer look

The premise of the game follows a similar style to Metroid, but with a much scarier style. The game opens with the player crash-landing on a barren planet, upon which they discover an abandoned military research facility that is overrun with escaped experiments. We're planning on making the game pretty intense as far as atmosphere goes. Expect lots of gross creatures and jump scares.

click the image above for a closer look

As one of two artists on the project, I've had to do a lot of concept work in addition to all my usual 3D duties. And while I have no chance of becoming the next Ralph McQuarrie or Craig Mullins, I've had a lot of fun spending hours thinking up the look and feel of an entire universe. Suffice to say, it's addictive!

click the image above for a closer look

Most of my concept time has been devoted to the player character himself . The team decided that there would be three upgrades to the characters suit. The first being the astronaut/flight suit that the player crash-lands in. The player acquires the second suit while exploring the military facility, and thus is geared towards combat. The third is an experimental suit that greatly enhances the player's abilities, and in my opinion, makes him look really cool.

click the image above for a closer look

After finalizing the first suit concept, I created a turnaround sketch and began modeling. After getting the base mesh to a workable state, I tweaked the proportions a little to make it a little more realistic (the concept reads a little too "stubby" in 3D I think). After that, it was into Mudbox!

click the images above for a closer look

I really like sculpting. It's so liberating to be able to just attack a mesh without having to worry about where vertices and edges are. I think the results speak for themselves. The sculpt isn't quite done yet (still need details on forearms, hands and torso), but I am extremely happy with what I've got so far, and can't wait to finish it.

Until next time!

Monday, October 12, 2009

Low-Polygon Character Modeling...

Hello again!
Thought I'd shoot a quick update to the intertrons to show what I've been up to lately. In addition to looking for full-time employment, I'm finding myself juggling several projects at once! This time it was a month-long contest held on the forums.

The contest called for a low-polygon character (or series of characters) that numbered 700 triangles or fewer designed for a mobile device, such as a Nintendo DS or Sony PSP. The theme was an action movie side-scrolling brawler, such as Final Fight or Streets of Rage.

"Final Fight:" The perennial "Beat dudes up until they disappear" game.

One of my favorite action movies of all time is "The Seven Samurai" directed by Akira Kurosawa. It's one of those kinds of movies in which every time you watch it, you notice something new. I also thought that the idea of a side-scrolling brawler set in feudal Japan sounded pretty awesome as well. I decided to model the leader of the Seven, Kanbei.

Best. Sideburns. Ever.

Modeling a low-poly character is really tough! You really have to make every vertex and line count. Texture space is also super-important. The contest only allowed a single 512x512 map for the entire character.

Click the Image for a larger view

For every additional character after the first one, the limits were even tougher. You couldn't use more than 500 triangles, and the texture sizes were reduced even further! Nonetheless, I decided to include a bandit character for Kanbei to fight against.

Click Image above for a larger view

In addition to modeling and texturing both characters, I also created a custom rig that is shared by both of them. It makes use of IK and some basic controls for moving and controlling several groups of bones at once.

Click the above image for a closer look

So there we go. That's what I've been up to lately. Check back later this week when I'll give you a dose of High-Detail stuff that will blow your mind! Until next time!