Tuesday 28 June 2011

Mud-Rocks

I've been getting into mudbox a bit lately since I've been doing more organic structures. This is a rock sculpt thats baked down, but there are a few errors and overall the bake came out a bit grainy :s

Wednesday 15 June 2011

Rocks Finished

Rocks are finsished now. Textured in mudbox



Afghanistan Fire base

I've been pretty busy with bits and bobs lately, from degree show work to some personal stuff. To strengthen my portfolio as and all round environment artist I've undertaken a mini project that should fit quite nicely with the organic forms I plan on practicing on.

This project is based around a Fire Support Base in Afghanistan. This base is basically a strong point that sits on top of a hill with good sight lines, which gives it the ability to give support fire and defend the region. The base features heavy machine guns, grenade machine guns, sniper posts and motors pits. For my scene I will be focusing on the machine gun nests that look out onto the valley.

These nests are trenches that are dug into the side of the hill and then fortified further using sandbags, wire boxes, rocks and wood beams for support. These trenches also double up as living quarters, which would be a great chance to get some human touches in there.

This nest is based off of a real life base, which was featured in the documentary Ross Kemp in Afghanistan. It has a fairly comprehensive base tour that shows quite a lot of details and traits of the fortifications.

I plan to use UDK, and to use UDK terrain to create some nice looking Afghanistan valleys for the machine guns to look out onto.

This is my block out below, taken about 4-5 hours it maps out my ideas and preferred layout of the trenches and the sort of details I want to include. As ever I aim to reuse as many assets as possible to get a modular and efficiant scene. More to come soon...



















Rocking out!


I really need to do more organic structures to expand my portfolio and skills, so first off rocks.

This is a method that uses a combination of several noise, displacement and turbosmooth modifiers. All non destructible and highly editable!