lit lab1














i have now lit all the rooms and i am pleased with most of the results. some of the lighting was fairly simple so it didnt take up too much time. above is a few screenshots of the lab room i have made i will not put all the rooms on agian because there is simply too many images.

Soldier rigged

Untitled from daniel tilley on Vimeo.

I have added the bag i made and put a camo texture on the sodier and then i rigged it for animating. The rigging took about a day to complete but it was the skinning that was a bit of a pain. I had to change all the skin weights because they didnt work properly and would distort in the wrong places. I managed to get a satisfactory result and did a test animation (above).

Back pack

Above is the back pack i made for the soldier which holds a bottle of air to help them breathe and not get infected. I got the idea from a flamethrower (pic below) and just changed it slightly to suit my needs.


Pod room










I have spent the last week working on the pod room design and making it. the textures are not final i still need to texture the walls properly and add a little more detail. This is the room you enter from lab 1 and is the last of the rooms i will be making. i am going to spend the rest of my time tweaking things and making them loook and work better.

Pods

I have been working on the pods for the pod room. they are like giant test tubes but with people inside them. I have Started texturing them because it was hard to see if it worked when they were just grey. I am pleased with how it is going.

lab 1




This is the next room you enter. it is a kind of lab/torture room with beds that have straps on and chains on pipes where people would be chained to. I have managed to put a bit more detail in this than the others but i still think theres something missing so i will be coming back to this one.

Tunnel



You then go through this tunnel to get to the labs. I made it to be very simple, i will be placing earthy textures on the wall to give it the feeling of being underground. I wanted to have a tunnel like this at the beggining because it makes you feel like you are leaving one place and entering a new one and also beacause you feel like you are underground.

Locker room





This is the next room you enter from the cctv room. I have modelled the main shapes of it but i still want to add some more details like coats/ shoes/towels. I based it on a normal locker/changing room with the benches and metal lockers.

CCTV room


This is the first room you go into when you go down the stairs in the church. I have modelled it but not textured it as i have decided to leave all the texturing to the end in case i run out of time.

gears of war environment concept







Otto Dix

Stormtroops advancing under a gas attack] 1924 etching,

The artwork of a man called Otto Dix caught my eye and was sort of an inspiration for some of my ideas. Otto Dix (1891-1969), was a German Expressionist who had fought and survived the war, he was famous for his unique and grotesque style. The paintings I focused on were mainly about war and are somewhat creepy. Not the sort of thing you would want to hang on your bedroom wall but perfect reference material for my project.

Hostel

I have been watching films for inspiration and i found hostel useful for my designs. it has dungeons and torture chambers like my game.

Another film i found helpful was the saw films it also has the torture chamber look that i am going for.

Dead Rising, Frank West

I found this guy quite useful as it is similar to my main character minus the camera. This is frank west from the game Dead Rising, it is also a zombie game except he is not a zombie and mine is.

gears of war concept art


This is from Epic games, Gears of war. I liked the style of their characters they match the roughness and story of the game. I would like to do something like this but i have sumplified my designs as i am still a beginner and not capable of making this in Maya yet.

soldier

Untitled from daniel tilley on Vimeo.

i have now made the body and a machine gun. i have put some colour onto them to get an idea of how it will look but it is not the final texures.

head rotation from daniel tilley on Vimeo.

I have found this head more time consuming and very difficult to do. i still have to distort the face to look like a zombie and i am also having problems with american cop style hair i cant get it to look right. i am leaving it in this state for now whilst i complete the soldier body.

soldier head

masked head from daniel tilley on Vimeo.

This is the head of the soldier i am making. This hasnt as much of a problem as i was expecting but i havent had to do a detailed face like i will have to on the zombie. I am glad i did this one first as i feel more confident aproaching the more comlicated face.

Character modelling

I have decided to move onto the characters now as i have spent too much time on the church and i feel i will benifit from leaving it alone for a bit. Using my sketches i made before, i have made detailed drawings of the characters i am going to make. the first thing i am gong to tackle is the head as i find this the most challenging part.
i have spent today making a background that would fit into my set. using pictures of houses, trees and a red sky i have put together what you see in the picture below. as you may be able to see i have been working on a few textures for the grass and path and i have also added the gates to the church yard.