Tire Bake Exercise

I did this high to low poly tire bake exercise over the last week.  Once I started I realized I'd never done high poly hard surface modeling like this before, so I ended up learning a lot more than I expected.  It isn't exactly game ready, (being 800 tris) but it was a great exercise to go through.

Maximum Chaos

Here's a quick update of some of what I've been working on for class recently. These are for my Game Studio Art class, where we are creating the assets for a full game (called Maximum Chaos) over the length of the semseter. There are two teams, one for characters (which I'm leading) and one for environment. The concept behind the game is that in pursuit of peace aliens created a "time shift technology" and accidentally created a megaverse from all times and places for all time, causing everyone to fight everyone forever. It's a pretty ridiculous concept, but it has lended itself well to this project. All the units and environments are supposed to be blended with the future and past, so what we did was come up with 6 eras: Western, WW2, Feudal Japan, Prehistoric, Medieval, and Aztec.  Each one of these distinct eras is then blended with futuristic space marines to get a final design.

Battle Scars

So, I mentioned that I've been working at YETi all summer on a Unity game project called Battle Scars. The game is a sci-fi tower defense combined with a rail shooter... which should be really cool to see when coders get a full fledged demo working. Unfortunately for the game, our programmers have been uber busy with other projects and haven't been able to put much time into Battle Scars. Anyhow, enough jabbering. Here are the units that I created over the summer:

Kodiak Platform This huge vehicle was created at 1434 tris. The design is one of my original concepts. Textures originally created at 2048, but would be crushed to probably 512 for the final game. We'd like to animate the turret since it will be so big, but depending on how many extra draw calls we end up with, we may not be able to. :(

Kodiak Heavy Truck Created with 886 tris and 2048 textures. The design is one of my original concepts. These bad boys will have a couple different types of weapons available to be mounted on back, but all will have grenade launchers (the cylindrical things on the side.)

F.L.A.K. Command Truck Created with 923 tris and 2048 textures. The concept was inspired by an old WW2 truck, though ours is considerably larger than the original would have been. The base model was created by Wesley Mayle (another intern at YETi). I tweaked the model, added the details/accessories, and painted the textures.

F.L.A.K. Knat Created in 806 tris an with 2048 textures. As far as gameplay goes, the Knat is pretty much cannon fodder for the player to destroy. There will be about a billion of them and they'll be about 3 pixels each...