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Title Crying Dragon
Medium Red Pencil, Ink, Photoshop, 3D Studio Max
Date April 5th, 2003
Info

This piece is actually part of a videogame concept I'm (at the time of posting this) developing for a Modeling for Videogames course. This is the first, of four parts for this concept. This part is the weapon. The weapon, entitled the Crying Dragon was designed in multiple ways for the DraZtic webpage. You can see the pictures above for a reference. First was the concept sketch I did in red pencil and ink. Then using my normal methods, I took the picture into Photoshop to color the picture that way I would know what colors the blade would be. I then actually began working on the model in 3D Studio Max. Yes, I didn't use Maya this time. This was my first time using 3D Studio Max, so I did alot of trial and error trying to learn the program vs Maya. There are multiple reasons why I started using 3D Studio Max over Maya. The main being it was required for the course, but also because alot of videogame companys use 3D Studio Max, so it's good to know the program. Anyway once I was done I had a full done model of a sword. I then made a UV Map. This shows the model in pieces, but only as flat lines. If you see the Texture Map above, you can see how the model was put into pieces. Originally that picture was just flat white lines, but once I took the UV Map into Photoshop, I colored in the lines to make a Texture Map for the model.

After making the Texture Map I then mapped the Texture onto the model. I also made a Wire Frame version of the model for project purposes. After mapping the texture however, I also did some 3D Studio Max Vertex painting. This was because some videogames don't have real time lighting, so I colored it using Vertex Painting. The class requires you to THINK like a videogame developer, so I have to design the piece as if it were going to be in a videogame. So the color model pictures you see and the wire frame models are NOT rendered. They are captured straight from the program. As you know videogames are played in real time and aren't rendered unless for FMV movies, so this piece was made with that in mind, that it would be in real time for a particular gaming engine.

Anyway, this was my first 3D Studio Max piece, but there will be 3 more, each going up in complexity, but all relating to my gaming concept. So be on the look out.