Showing posts with label Callum. Show all posts

Clothing and Armour

The clothing was an especially difficult one to do in Maya which is why I only have the two examples below.
But for the designs we have what could be regular cloth clothing this was created when I was told that we had a medieval theme in mind. The other being a tribalist combat armour with a more primal stone age theme in mind.





















I hope I have the opportunity to recreate these designs and more in a sculpting toll like Zbrush because I feel that I would be able to create clothing a lot cleaner adding in small details like folds and pulls rather than the hard shapes seen above.

The Weapons of Oshindor

So listening to the game idea pitched by my team-mates Dylan and Tom, I as one of the modellers on the group decided to Try my hand at weapon and armour modelling. One problem I faced was not being given sufficient concept art from other members to work from and see how the game idea was in their head so instead I resorted to researching images of weapons of the period myself.

Sadly I do not have experience in sculpting tools like Zbrush and Mudbox where this sort of creation would be better suited and as I was under a strict deadline to complete the work I have created my models in Maya.

First of all here is a shot of my models together before I get into each one,




From left to right we have a Dinosaur skull Spear, Bone Dagger, Wood and bone Bludgeon, and a Tomahawk.


So from our other members I was told that this game was set in a period similar to the early Neanderthals only in our game they will be living alongside dinosaurs and other giants beast which they act as both predator and prey. One key difference I would say between our Neanderthals and those of history are the abilities to craft  minor huts, weapons and clothing using the materials around them.


Now into each weapon. Let's start with the Tomahawk.

So a tomahawk is a type of single-handed axe from North America, traditionally resembling a hatchet with a straight shaft. Tomahawks were general purpose tools used by Native Americans and European colonials alike, and often employed as a hand-to-hand or a thrown weapon.


When researching the Tomahawks I noticed two distinct styles in which they are made namely the simple modern design and the traditional Native American. Now if you look at modern tomahawks you will see a shaft/grip and metal head. Compare this to Native American tomahawks you will see the same shaft and grip, an antler head (metal wasn't used till later) but also added to this tend to be beads, feathers and engravings.
With our game idea being set in unique circumstances it seemed right to go with the traditional Native American design as the use of metal will be very minimal.









This is a bludgeon it's a very simple brute force weapon. It is basically a heavy wooden club but also with sharp carved bone spikes added the the rear of the neck for secondary attack.

One way this can be used is to smack someone with the club slide and then on the back swing pierce any open body parts with the spikes













The curved dagger would be made up of a wooden handle with animal skin grip and a sharpened stone or bone blade.

The curvature of the blade allows for a smooth slicing motion aswell as the ability to create a nasty stab wound as it will not go in or out in a nice straight motion.

Looking back I think the blade could do with the curve being toned down slightly so that the point is more in line with the hilt.











This is a bone skull spear/Halberd.

This design was an interesting concept and one which I am looking to expand upon this is based upon an image I found on google and I tried my best to represent this in 3D but it was tricky to get the desired shape and points.

If I were to do this again I think i would only use one half of the skull as it would be a lot more practical in a combat situation but this could still be used offensively with a thrusting motion and defensively to snag opponents weapons in the jaw.

Our team and skillsets

Callum Conning

Callum  is comfortable in the 3D modelling aspect of game design with 4 years experience in 3D software such as Solidworks, Cinema 4D, and Maya. He is also comfortable in the UV'ing and Texture creation process for the models he creates. Callum also likes everyone to be on the same page and will push for each member to contribute evenly and express any ideas they may have.

Dylan Delehedy

Dylan likes to create concept art using Photoshop and the different techniques available to photobash, draw, and edit images in order to create a nice concept piece image which gets his ideas across clearly. When not creating concept art Dylan also feels like he can contribute to the 3D modelling process if required. Working alongside Tom he will aim to add to the story of the game as the original pitcher of the idea.

Tom Magee

Tom is interested in building up the concept world by generating story ideas and lore surrounding the world and the characters that inhabit it. With his ideas he can create moodboards and his own concept ideas to feed to the team and help create an interesting design on which everyone can contribute. Tom will be working closely alongside Dylan to ensure the concept art covers each aspect of the game bouncing ideas off of eachother and sharing concept art to refine a final piece.

Daniel Mckibbin

Daniel has worked in the creative industry as a freelance graphic designer for the past 4 years now. He is advanced in Photoshop but always strives to learn more and better himself. In the last 2 years he has shown great promise in 3D Modelling shown by being entered into national competitions. Due to his experience in Photoshop he likes to focus mostly on texture creation but also does plenty of work in Maya and UDK. He aims to learn more about game engines in the hope to add programming to his list of talents. Daniel is in complete control of the design of the blog and will also be proofing the blog to make sure all of the posts for the groups work is ready to be published.