Showing posts with label Alex Clarke. Show all posts
Showing posts with label Alex Clarke. Show all posts

Tuesday, 3 February 2015

Fractured Space

 A shot from the game I'm currently working on, Fractured Space.


I've been mainly working on ships for the last few months, but I will be aiming to make big improvements to the environment art in the next month. More progress to follow.

Monday, 14 July 2014

Dethklok asset progress

Hey all, just a quick update with a couple of things I've been working on for this piece.


Resolved Nathan bit more & will use this as a basis to create Toki, Murderface & Skwisgaar.
The hands need resolving & I'm not happy with the arms....still too loose. I'd like to get them a little more stylized before I continue but I thought I'd throw them up now.


This is an arch element that will make up the entrance to the cavern. The idea is that its been erected in a recess that's been carved from the solid rock to frame the tunnels leading into the room. The original model had a snake winding up the columns, but they threw the balance off & I couldn't get them to work in their current form. I may come back to that later, or incorporate the snakes into another element in the scene.

Wednesday, 2 July 2014

Moon - Sarang Base Project



I started this project a couple of months back when I was itching to make another scifi scene. I had been watching a lot of the older 70s space movies & loved how the art direction in Moon had captured that low cost set dressing which felt so lived in & real in films like Alien & Star Wars. Moon was so retro with its padded walls & use of beige surfaces that I just had to do a homage in Cryengine.


I trawled through tonnes of reference online & watch the movie over a few times to locate good points for reference, especially the iconography that was present in the set design.




These are my decals sheets. I have recently found reference for most of these on Gavin Rothery's blog & realized that I had got a couple of them wrong. I'll go back & amend them soon :p


I got some bakes of Gerty from my highpoly & then made a lowpoly in engine asset that I textured up. This is still a work in progress but its good enough to get a good gauge as to where I need to tweak the materials in the scene.


Multiple elements go to make up this scene so far. The wall units are copied multiple times, as are the arches & floor sections. This is a good start as to where I want to take this shot. Some small items are needed to give it a more lived in feel. Sam viewing terminal is missing for example & a few helium 3 canisters wouldn't go amiss :)



Monday, 30 June 2014

Crypt Keeper

This is a base mesh of a sculpt I started over the weekend that will feature in my new Dethklok project.
These guys will be holding up the pillars that make up the main structure of a cavern where the band will be playing a gig in the underworld. The aim is to make it all as metal as possible ;)

The figure is carved out of stone....or will be once the details go in & was based on one of the 'guards' at the church tomb of a minister of Louis XIII, Chateauneuf-sur-Loire, France, only a little more stylized.


Sunday, 22 June 2014

Nathan Explosion

Thought I'd have a go at making Nathan from Metalocalypse into a stylized 3d character.
Nice little sunday afternoon sculpt :)


Sunday, 3 February 2013

Robot Head

Just some fiddling this weekend. All shots are grabbed direct from the viewport.
I'll get round to throwing it in vray at some point.

Tuesday, 29 January 2013

Crysis 3


A link to the trailer of my latest game :)
I worked on the multiplayer of crysis 3 from the start to the end. Great time.

http://www.youtube.com/watch?v=AR8e7Z7m60Q


Tuesday, 1 January 2013

Robot Revivial


Yes it's been entirely too long since I did any work on my mech but art production on Crysis 3 has taken a heavy toll on my spare time but now that its just about wrapped up I am going to start putting more time into my home work until its finished, or I get absorbed into Homefront or something else.
All colours at the moment are just working defaults so they stand to change at any time.
I was thinking about some seriously bright colours and decal advertisements on the body parts and components, but that will come at the end.
For now I concentrating on getting the style right on the helmet and then the main body needs the lines re-working. I feel that currently there are still proportion issues, especially with the head in comparison to the body, but I'm happier now with the overall stance of the mech.
Still lots to consider but I thought I'd upload a few grabs from the viewport. I'm not going to attempt to render anything as I think  my machine is in danger of melting now. Its 1.3 million polys unsmoothed now :/

New Years resolution......a new rig & this finished asap!

Happy New Year friends :)

Sunday, 23 December 2012

Sunday, 29 July 2012

Mecha W.I.P

Quite early days at the moment, but I've managed a block out of this robot after reading through Kallamity's ABAKAN 2288. Some wonderful ideas in there and I wanted to try out one of my own :)

More progress to follow

Sunday, 18 December 2011

BC Rich Warlock progress











































A little more progress this weekend, not really had time to get it finished, but I sorted out the head stock & added the wood materials (which need a lot of tweaks).
I just have a few more parts to add & then I'll string this beauty....maybe in time for christmas ;)
Stay metal.

Sunday, 27 November 2011

BC Rich Warlock



So after a short break I decided to start something new & wanted to model something that wouldn't take an age to complete.
I took a glance across my study & took my rather gorgeous Warlock off the wall & started modeling its metal curves.
Certainly helps with the reference ;)

I'm about 6 hours in & I really only have a few of the minor details left :D Win.
I'll update once I get some shiney vray renders.

Sunday, 18 September 2011

Further material & texture testing.....





Still lots of vert painting to clean up but its coming along....

Tuesday, 16 August 2011

Night Sight Complete.....




A few more bits done. The night optical sight is complete, just the sight attachments to be fitted to the back. I also finished the loops on the top box.
Not far to go now, then on to textures! :D


Wednesday, 11 May 2011

Spoils of war.....










So it's probably time I put some shots of the work I did on Crysis 2 up.....seeing as I spent a good 2 & a half years working on the damn thing.
After the dust has begun to settle I'm quite happy with how the game looked. It was quite pretty in the end.

I did work on several levels. but this one was my baby from day one I guess & its the one I did the majority if the work on.
Big thanks & much respect to the very talented & awesome Daniel D Evans Esq, who did the lighting on the level....more than once :)

Below is a url to a video fly through of the level. It's really nice as it shows all the areas not covered by screenies.
For some reason blogger won't let me link to this so you'll just have to throw it in your browser :(

http://www.mycrysis.com/news/crysis_2/crysis-2-map-focus--impact

Thursday, 2 December 2010

Shader work




Been arsing about with VRay. To be honest I'm having trouble getting the materials correct. Mainly because I have a weak machine & the rendering time is crazy, even at lower resolutions.
Will give keyshot a try at the weekend & possibly just do a paintover for the final render.......dunno