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3D exams project
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Info
Warlock Workshop was my exams project for the first year on 3D College Denmark.
The project is a visualization of a warlock's work study. The study is set in a medieval fantasy environment with a hint of modernism.
The study is filled with all sorts of items a warlock needs, both for studying magic and for selling (a warlock gotta eat).
Lightning and materials was the main focus of the project.
Turntable
Personal Projects
Musket Robot
Double Barreled Blaster
Spire Den
Thorny Rose Rifle
Gray Alien
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InfoImages
The Musket Robot was one of the first models I modeled after
being introduced to the variety of tools 3Ds Max has to offer.
The model is inspired by a concept by Jake Parker:
http://mrjakeparker.com/
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InfoImages
The Spire Den is inspired by the very talented
OKU (K.I Kim)
http://www.artstation.com/artist/oku
This model is of newer origin and is obviously still
in the making. Only default 3Ds Max colors are shown
and the back of the building is not done yet.
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InfoImages
The Thorny Rose Rifle has a rather toony design hence the
lack of detail. I have tried to follow the concept of elgunto
on DeviantArt:
http://elgunto.deviantart.com/art/Big-Gun-270485921
This rifle will be the first model I will try to bake from high
poly to low poly.
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InfoImages
This Gray Alien is made in Mudbox and 3Ds Max. Painted
and polished in Substance Painter.
The alien is used as a canon fodder enemy in a school
game project I am a part of.
Group Projects
Project Game
Project Robot
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Info
Project Game was the first major school project.
The two courses on our school (VFX and Game) had to do a project together. A group from each of the courses had to band and produce
a product in collaboration.
The VFX group had to create some kind of advertisement for a hypothetical game and the Game group had to make an actual scene
from the same game.
In our case we took elements from the games "Metro: Last Light" and "Fallout 3", or more specifically, the metro systems.
The name of the game is "Aftermath" and came quite naturally.
The VFX group created a trailer/intro for the game with high poly models, shaders, lighting compositing, story board, a homepage
and all that jazz.
And the Game group made the underground metro station with a tunnel entrance along with low poly props, textures, ingame sounds,
light, ambience, scripting, animations and so on.
The project lasted for two weeks.
While the game is not perfect, actually their are some major flaws, we are quite proud of what we have achieved.
Lastly I should note that I am one of the Game folks.
Please keep in mind that this is not an actual game.
There are no enemies to encounter nor are there any way to complete the scene.
This is only a showcase of what a part of a metro level could look like.
Link to the homepage.
Aftermath homepage
Link to high res version of the intro:
Aftermath video
Download link:
Credits
VFXGame
Daniel Valdemar Fredriksen
Mads Thøgersen
Mads Vestergaard Larsen
Michael J. Mortensen
Morten Bruno Hansen
Simon Langgaard Pedersen
Martin T. Buchwald
Rasmus Bagner Kristensen
Svend Kruse Rønslund
Tue Sander
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Info
The Project Robot was a month long hard work.
Our assignment was to create a game level with a controllable robot. We should as well have pick-ups and there had to be something you as
the player could interact with (eg. destructible crates, elevators, power on/off or stuff like that).
Our group was blessed with a coder who know C# pretty well, so we decided to create a whole, playable, level instead of just showing the level.
The game is called Atheneum.
Gameplay and download
First and foremost. Right now you will need to have an X-box controller plugged to be able to play the game. Also you need (for some reason) to plugg it in before you start the game.
The Load Out Menu:
Firstly you choose, in the load out menu, what equipment you want your robot to use. For the time being only the weapons differs from one
another. You can pick between a Minigun, a Flamethrower, a Laser Rifle, and a Rocket Launcher. All of these weapons have 2 firing modes.
The different armor pieces are purely cosmetic, as for now, but allows you to visually customize your robot.
The last part of the load out menu is your utility items. There are two. A Repair Bay and a Sentry Turret.
The Repair Bay will heal you when you stay in range and the Sentry Turret will fire at incoming enemies.
You can choose one of each or load up 2 of the same type.
Controlling the robot:
-Move: Left controller stick.
-Aim: Right controller stick.
-Primary Fire: R2
-Secondary Fire: L2
-Utility 1: R1
-Utility 2: L1
-Main Menu: Select + Start
There are 3 types of pick-ups:
Ammo: stock up on ammo
Utility: restocks your utility items
Repair: repairs your robot
Objectives:
In all it's simplicity you need to close off the 4 doors in the map. You do so by hacking the four terminal located in each corner of the map.
Each terminal toggles 2 door, which means it will either open or close these doors depending of what they are at the moment.
Each terminal can only be hacked once, then you need to hack another to enable hacking the first again.
When you finally get all four doors closed a wave of mechanical spiders will spawn.
To get to the next level you have to clear all remaining enemies.
When this is done you have to do it all over again.
Level 4 is the final level, and once you have clear said level you are done.
Gameplay Trailer
https://www.youtube.com/watch?v=qOt3Afba544&feature=youtu.be
Showreel
https://www.youtube.com/watch?v=3wwrgjS6WCQ&feature=youtu.be
Download link:
Credits
Martin T. Buchwald
Rasmus Bagner Christensen
Svend Kruse Rønslund
Tue Sander
Thor Brigsted
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