Old TV

For my portfolio I am going to have a world that will display videos that I have made such as VFX changes, animations and anything else I find appropriate for it. For this I am going to make a small room based off a poor household with an old television.  This TV will play the appropriate videos on loop so people can come to see it and evaluate my work.

Display preset.png

I am quite proud of how this looks and it is quite well modeled so it should be easy to texture when I come round to it.

To improve I need to texture this so that its ready to put into a game for use in the portfolio.

Dwarfen Steampunk

In lesson we have been working down the modelling pipeline to make a scene in teams of 8 and my team chose dwarfen steampunk as our theme and I decided that I would make the typical hat and goggles that have become a staple in steampunk settings.


I started off by making these designs that would outline how I would make this model from different angles as well as making clear which part of the model would be in the low poly version and what would be added for the high poly version of it.


I am quite proud of how this is turning out as it is looking better than the artwork for it looked however I need to finish the strap on the goggles to make this model complete. I have also colour coded parts of this  to make unwrapping and texturing this easier in the future as each colour represents a different material. Red is metal, green is plastic, blue is metal and pink is fabric however on the right goggle the green doesn’t seem to be appearing in renders which is unfortunate.

Overall I am quite proud of my progress on this however I need to keep on working on it to improve it further into a complete model.

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Keyblade Textured

After some breaking of the maya system and a lot of frustration I had to remake a large part of the keyblade. This was due to me not being careful about the geometry of it as it had a lot of faces inside of itself which made a lot of faces disappear and repairing it would have been impossible so I had to rebuild the blade above the handle which took some time. I am also working towards making  look more like the official kingdom key from the games so I am working on making a keychain so I have put a shape on the bottom of the blade ready for this.


Overall I am quite proud of this and how it looks so far as it looks rather similar to how the keyblade looks in the game. To improve on this I am going to make it clear that it is my keyblade by making a keychain with my initial on it. I also might make an alternate texture for it that would more match what King Mickey uses in the games with a gold blade and silver handle instead but overall this looks good for now so I am quite happy with it for now and I will continue to work on it to make it better in the future as well.

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Arcade Machine

For my portfolio I decided that I am going to be making a small game that will contain all of my work from the course. For this I decided to make a hub world not unlike the games I used to really enjoy in my childhood. I decided to make the hub world an arcade with many machines around  that the player could click on to see the pieces of work that I have made so far.renders.png

For this I started by making the arcade machine that will have some separate textures that can be used to define which area is which.

I quite like the model I have made for this as it looks quite similar to the reference photo’s that I used when I was making this. Overall I am quite proud of this and I am quite excited to texture it which is something that I will take one bit at a time so it can be edited for different areas.

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Keyblade Model

I am quite a big fan of the Kingdom Hearts franchise and with the release of the PS4 version of the games I have been happily reliving that same childhood magic that Kingdom Hearts made for me and due to this I decided that I was going to make the kingdom key which is the first keyblade that you get in the game.

Whilst it isn’t the most interesting keyblade in either design or stats however it does keep its position in being the most recognizable keyblade as it appears in most of the games and it features in almost all of the artwork for the games.

Renders 1.png

This is the model that I have made to try to match the keyblade as closely as possible. I am quite proud of this as it looks quite similar to the one that can be seen in the games. I have left some parts of it out such as the key chain at the bottom of the blade so if I were going to change this model I would add the key chain however I think that I won’t change the model around but I’ll instead just texture the model to make it look similar to the games version of it.

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Low Poly Environment Finished Product

Me and my team have now finished our tile for Washington Mind to some success, each member of my team put in a lot of work towards the final tile and I am quite proud of the final product.

Island Renders.png

Like I said before I am really proud of this final product as a lot of effort and planning went into it and due to that it ended up looking amazing. To improve on my contribution to the group I could’ve shown more confidence in my abilities as a modeler and made bigger items as all of the parts that I made for this tile are quite small and quite hard to see if you aren’t specifically looking for those.

Now I need to work with a much smaller team of people to complete the programming portion of the game using all of the tiles that other teams have made which I’m looking forward to as it can make quite an interesting final product.

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Normal, Displacement and Bump maps

The different types of Bump maps all have the same basic function of manipulating a model to make it seem as if it has some extra level of detail to it by changing how the light interacts with and bounces off the surface to make creases in the model that would be irrational to model on normally.

Bump Maps:

Bump maps tend to be grayscale images which are limited to 8-bits of color information. They basically work by defining the brightness of the image and using that to create bumps. The darker the colour of the bump map the further the indent appears on the object.

Image result for bump map

Normal Maps:

A normal map uses  a RGB colour scheme that directly relates to X, Y and Z in 3D space. A tangent normal map is made up mostly of purples and blues and works best for models that need to deform  in animation. For objects that don’t deform  an Object Space normal map is better. This type uses many different colours unlike the tangent normal map.

Image result for normal map

Displacement Maps:

Displacement maps physically display the object in the way that the map asks for. Like a bump map, a displacement map is also made in greyscale however it can be 16 bit or 32 bit granting it a greater range of colours to make more detailed maps.

Image result for displacement map

Bus Stop Sign Texturing

I have worked on creating a texture to go along with my bus stop sign. I noticed how most of the textures would be flat so most of it is made with basic shaders however for the main sign I decided to make a custom texture.

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To make this texture I had to use illustrator which proved to be quite a pain as I am inexperienced with that program and I find that Sai Paint Tool does most things better than Illustrator does.

Considering the struggle that it caused me I think that the image I created ended up looking quite good as I am quite proud of it however I would like to avoid using Illustrator in the future as I far prefer using Sai for my artwork.

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I am quite proud of this as It looks quite good and mixes in quite well with the theme. To improve in the future I could spend more time on the artwork  to make it exactly symmetrical as it is slightly off how it is.

Bus stop model

I have been working towards making a bus stop sign for the town to have somewhere on the street. This was a simple model to make as it is made up of very small shapes so the tri limit didn’t come across as a problem when I was making it.

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I quite like how the model has turned out so far as I have included quite a high level of detail with the sign having something to hold it to the pole which makes it seem as though it is actually connected to it as if it was a really sign that you would see somewhere out in the world.

Overall I’m quite proud of this model however I need to unwrap it and make a texture so that it displays a picture of a bus to make it obvious that it is a bus stop.

Fire Hydrant Model

Recently we have been working towards making a low poly environment to be used in a game later. We have been working in teams and my team has been working towards a city/urban environment.

This post is to show off one of my earliest contributions to the project however I have made a few contributions to the project already that will be refined and they will have blogs for them later.

Doing this I have learned some things about modelling such as how merging vertexes can  mess with some models and with the restriction of 1000 tri’s I have also learned to manage how much I am adding to a model. I have also learned how to make a wire frame render of an object which can help me to show off certain objects.

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This is a lit up version and a wire-frame version of it as well. This is a good way of showing off the model and I think this has worked quite nicely so far. To improve on this I will unwrap the model of the fire hydrant and I will give it a texture to compliment the art style but for now I am liking this  and how it is looking.

Having the low poly restriction was a bit different to normal as it forces you to have slightly less detail however I found it easier than normal as I wasn’t as tempted to constantly add to it so I had to make it look good with what I had which resulted in a nice looking model that is also quite stylized.