Sunday, November 6, 2011

week 6 retopology











screenshots taken in max of parts of the weapons with the game ready topology, they have quick normal maps applied to be sure that the topology will support the detail, quick flatten mapping and baking for the test shots.

Monday, October 31, 2011

week 5



Still on track, above are the start of the hammer for joses character and the 2nd is the final model, i needed to consult jose on the final touches of it so instead of moving ahead i jumped into retopology of the axe the blade and the handle gaurd . the blade itself is only in the area of about 700 polys, much lower than i had expected and the handle is about 70. the normals are just test bakes using 3point shader in max the only thing that needs to be tweaked before a rebake is poly groups so they will show properly in the game engine, otherwise they are looking good.

Sunday, October 23, 2011

week 4 axe sculpt finished hammer sculpts progress



This week i worked on the axe sculpt which at this point i am finished with it, more will come out in texturing for sure at this point if i try to do any more its going to become muddled and to busy. the hammer is for ronys character, its not to far into the sculpting progress to far i need to get a bit more input. the symbol is finished as far as I am concerned and once the materials are decided for the rest of the parts it'll come out rather quickly.

jose said for his hammer he wanted it to seem used so i would also like to have one that looks brand spankin new so my original sculpt of the hammer is going to stay as is and just show some age and character through some diffuse textures and spec maps. all in all I' happy with my progress and should be able to meet all my deadlines for my schedule.

Sunday, October 16, 2011

week 3

This week i primarily worked on the axe, I needed practice working on sculpting metal scratches and cracks and taking up some tutorials on how to do so. Glad to say I'm happy with the results though I need to pick up the pace just a tad to keep with my schedule.

Sunday, October 9, 2011

first post for prototpying 2

This week I wrote up my production schedule, and began setting up the meshes for sculpting, it proved to be a somewhat tedious task since I had made the models in 3dsmax and zbrushes rotation is based off the whole object and not just certain parts. i had to separate the mesh into 7 pieces and re import it, i also took it upon myself to try Topogun as a new resource for rebuilding topology. 3ds max holds some good tools but cannot support the high res models from zbrush, hopefully it will save me some headaches down the road.


Friday, September 23, 2011

week 11

I HIT MY MARK!

My final check point was to have 2 of the 3 meshes completed in Max and 1 at least 75% done and thats how it stands right now.



Friday, September 16, 2011

week 10


progress made week 10 has moved along smoothly i expect to meet my mark by next week according to my schedule. I have run into a few snags here and there but nothing serious. 

Thursday, September 8, 2011

week 10

This week I worked on the start of the projectile launcher..... it doesn't look like i have made much progress but I had to learn a lot about hard surface modeling for the cylindrical parts. I was having issues with pinching whenever I put my edge loops on an edge.

Thursday, September 1, 2011

week 9

New production schedule since I changed my workflow up a bit, leaving this quarter to lay down the base work and next quarter to get into some good detail and texture painting.

Finished the Axe high poly model, and the hammer high poly in max.
Over the next week i want to get a good start on the projectile launcher but it could take me a bit longer since it is made up of so many different pieces.




Friday, August 26, 2011

week 7

this week i have started modeling the Hammer of the Forebearer


Friday, August 19, 2011

week6

Parrino Design Document

Friday, August 12, 2011

Design Document Scribd post

Parrino Design Document

week 5 Progress


Kyle Parrino
Design Document
Interactive Game Prototyping

Steam Punk

Introduction.

The job I want when I get out of school is to create character equipment and weapons. My

largest strength and strongest ambitions are for hard surface modeling/sculpting. My weaknesses fall in

to texturing I hope to make large improvements on my skill in this are during the course of this project.

After graduating from school I aspire to work for Blizzard Entertainment as a weapons and equipment

designer, sadly they require 2+ years experience before hiring. My goal in this class is to keep my

designs within reasonable limitations due to time constraints, but challenge myself to strengthen my

weaknesses, and learn more about what I already know. For this project I know I have the skills to

create the 3 models I aspire to, a forging hammer, a projectile weapon, and the arm apparatus; these

models could be very simple. In this project I would like to make them as complex as possible while

still making them look functional. I hope to come out of this class with a stronger skill in texturing and

rendering.


Target Audience Research

My Target audience is between the ages of 17-27 the people who most play games. My aim

towards this audience is based on arising interest in a style that is well defined but not widely seen. I

want the audience to be intrigued by these assets and let their mind wonder at what kind of world they

would exist in, who would live there, and what other kinds of contraptions would come from such a




place. The models I am creating are not going to be limited by console and hardware, they are going to

be made to the minimum amount of detail so they lose no luster what so ever, I do not plan to make

each model 1,000,000+ polys but I don't plan to make them the most minimal either. By pursuing this

audience I will have more information and input on what this age group is interested in, is it that the

object looks cool, that it looks like it could actually function, or nothing else matters but the destruction

it creates.

Over-arching game concept

The concept of these weapons is a little bit of realistic plausible working machinery with a bit of

imagination thrown in. The machinery will seam functional but the after effects of say the weapon

wouldn't be something that could actually happen in the real world.


Arm Apparatus

The Arm Apparatus will be fit the character from the shoulder to the wrist, utilizing hydraulics

will allow the character to have much more strength in that arm, via lifting weight, moving objects,

break through walls with incredible force, and absorb recoil from the stronger weapons.







Projectile Launcher/ Chemical Sprayer

The gun will be able attachable to the forearm of the arm apparatus, the ammo clip will hold 4

canisters and or grenades. The canisters can contain flammable fuel, gas, or any other kind of fluid. The

front of the gun by the barrel will have a small place for a pilot light with the right canister making it a

flamethrower. Canisters containing a gas can be shot like a grenade causing them to explode on contact,

or sprayed to cover a large area in front of the character. The canisters filled with fuel could be shot as

grenades and explode on contact or set a trap for incoming enemies by covering the ground and

igniting it once they get close.









Forging Hammer

The forging hammer is one of a kind, it can create the strongest of metals and has been around

for centuries. Many objects are made up of its scraps, but only the ones constructed entirely from

metals crafted from the hammer are of the highest reliability and quality. Anything crafted from the

hammer is indestructible, but can be damaged by any other objects with the materials created from it.

The hammer is not just a normal hammer as most see it, it is the one and only tool the

Blacksmith (name) will need to create anything. With its design all tools needed to create anything are

either part of or attached to the hammer.










Art Style

Steam punk is the style aim for this project . The definition of steam punk is “An imaginary

Victorian age, that features brass and copper clockwork and steam powered inventions that go far

beyond 1800′s technology. Steam powered mechanical wonders, optimistic gear driven computers,

dirigibles, clockwork firsts, and stuff like that. “ the design of these objects is made of the right

material but are in need of some fine tuning to add the full effect. I want the textures for the art style to

show some wear and tear from aging, rusting, and environmental weathering.

The style of all the steam punk hardware references show a strong efficient design in

functionality but also have a lot of design that adds nothing to the function of the object. The designs

on the items will represent either some what of their function will be; whether it be damage, healing,

restoring, creating or something that represents the intended owners family crest or possibly their own

personality and intentions.

The mood I want the art style to set is like the viewer is looking into a new world, that they can

make some sense of what they are looking at but aren't 100% sure of what it does or how it works. The




finished style should also give the view interest of perfection and precision in all the mechanical

objects but show some imperfection in the object to inspire the thought that these could really exist

now.

History

The time of this game would take place in present time but in an alternate world where the only

fuel used is water and steam, there is no such thing as an extinguishable resource. The one resource of

value is good quality raw materials, metals, raw hide materials for strong hosing there is no monetary

system only trades of goods and services.

Civilizations are all taken well care of but there is always the greed of others, and weapons are

needed to protect the land from other civilizations that want the resources from the land. Much of the

world is plentiful with natural metals and resources, any unused metal or scrap that is useless is thrown

into a molten pit taking them back into the planet and replenishing itself, but for some civilizations it

wasn't happening fast enough, they were exhausting their land of its resources even not being in need

of any more machinery they felt it was their right to use whatever they could but leaving others without

what they needed. Defense from these attacks became necessary. The attacking army not having

anything to create more weapons than what were already available the weapons are crude but

destructive being only made of scrap metal.


References

Below are the different images I used as reference for the designs. Although some of the details are not

included in the concepts they will be more implemented into the sculpted models.