Posts

Witch Trials Update

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 I'm planning to do a quick visual update for Witch Trials I'm gathering some reference images and I will make sure to get extra models for the game. Original weapon The Stick Shotgun Second wave of weapons Baseball Bat Chain of Agony Third weapons Ranged: Book Crossbow I want to illustrate the weapon in a showcase inside an Inventory or a book . This post inspired me Here is an interesting list of inventory systems I really like Amnesia Rebirth inventory sistem I created my own version of the inventory menu and posted it to my Artstation.

Veena colour testing

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I been doubting my texturing skills and the way it impact my models, some if not most of the model from the past had solid low poly but the textures of those models were not that good. I really wanted to practise my texturing skills and understand if is my models that need to be fixed or adjusted or is the textures themselves that needs improvements. I will be practising with some models from sketchfab. These models are free to download and I will used them for practise purposes. I found this model  on sketchfab, it has lots of details and I will use this model to practise textures for wood. The model is very detailed, but is has a simple wireframe, so it is very optimal to practise texturing. My goal is to create different wood textures for this model. but first I will simplify the model itself. I then renamed the materials and adjusted the texture setting in maya so that I can export the model into substance painter. I made sure to divide the textures in materials so they are eas...

Halloween Spooky Cat

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 I made a simple model for Halloween. I wanted to create something fast for Halloween, so i went in sketchfab and i loked around for something to reimagine, I put myself in the position of adjusting a model and learning different UV maps and how they could affect the texturing process. I made a pumpkin and a high poly cat model, that could be used to bake. I then textured them in a simple stylized colour scheme  And uploaded the model online on sketchfab to test the lighting and how this model effects would change. Overhall I wasn't happy with how the model was looking.

Rigging a Character

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 I will demonstrate an easy way to rig a character for animations or posing. First, you need a character model and it must be either FBX or OBJ format. You can find various models for videogame characters on the Models Resource website . Or you can make a character on your own using Blender. Once the model is ready, I exported it using FBX format as this is the most supported for game engines such as Unreal Engine 5.  Then I used actorcore to rig the character, this tool allows the character to be rigged automatically with minimum effort, it is very helpful for animations or posing a character for a scene. On the actorcore application,, you can import the FBX 3D model of the character into the engine and rig the model. Make sure to group up all the components inside Maya, name them correctly, and export them as FBX. Then import the FBX file inside actorcore software and rig it. Once the model is completely rigged you can check for the animations. The model can now be exported...

Sea of Thieves Scene: Sloop docked

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  The Sloop moodboard I found some fitting sloop 3D model and I thought about creating a scene for the model and fully texturizing it in a simple way.  I made sure that the model was interesting enough and then I proceeded to add elements such as water, planks, barrels, and a bridge into the scene in Maya. I also made sure to rename each texture of the model and separate them into parts so that i would be easy to export into substance and texture. Then I proceeded to texture the model and add some minor details, my goal was to learn and improve how to texture the model just the way as the original game model for the sloop would be.

Sea of Thieves: The Skull

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 Sea of thieves skulls are very iconic, i really like the fact that they all have their own design I am planning to make a unique version of this model, with electrical effect I really want to use the original skull of Sea of Thieves, because I think that the most iconic and easily recognisable. I found a 3D version of the skull from sea of thieves games files, I exported the model in a FBX format and imported it into Maya and I added some extra mesh to add that futuristic-techno look to the model. A bit of color and effect to make the model nice and ready. i used substance painter to try to recreate a ghostly effect on the skull, i do need to come back and try to create an emissive effect.

Road Board for Submission

 Last year in started working on different projects to test my skills as 3D Modeller, I did participate to various group projects and tried making some games. Some of them are: Spirit in the Mask Witch Trials Rover Project Skateshop  I did made lots of models for these projects, this year I will make models for existing IP and I will approach these models as I was working for them. I will chose some existing game IP and make models for them. Some of the Game and IP that I'm interested on making models are: Rare LTD - Sea of Thieves From Software - Bloodborne/Dark Souls/Elden Ring Nintendo Games - Zelda/Pokémon/Super Mario I think these games have unique design and interesting mechanics that can be explored trough my 3D Models skills, and I really want to make models for them. I will try my best to make models following the original IP themes, using any tools available to me, and I will try to keep them as close as possible to my main concept and ideas.