Freitag, 9. September 2016

6th Semesterproject: Environmental Consequences


Here are some screenshots from our 6th Semester project at the h-da which we created as a team of two people (René Bulla, Nikolai Haidl) in between other projects and with some help of two sound guys.























We have developed the environment under following premise:
"The player time traveled into the near future to find out within the level design, that people stopped working in that world because robots overtook the jobs.
The unemployed people started to just stay inside virtual Reality boxes and stopped being aware of the surrounding reality"

We had following goals for the project:

- Developing a modular workflow to be able to work efficiently in a small team without sacrificing quality and without relying on downloaded content:
    • creating usable sets to quickly build up levels
    • creating and using modular shaders to break up the repetitive look of modularity

- going the risky way by trying new software and tools:
    • creating realistic Materials and Textures in Substance Painter/Designer
    • setting up and using version control for the first time (Perforce)

- learning how to build a whole city with accessible houses in a small team and a short time frame of 3 months

Here is a 10 minutes walkthrough of our project:






Dienstag, 16. Februar 2016

RumRage

A fellow student and I were working on a game-project called RumRage during our last semester. I've had the chance to make a lot of  3D-Assets:






Final look of the game




Montag, 15. Februar 2016

Eclipse

For our 5th semester project I was mainly responsible for the character. This Shaman was first concepted by a team member. I sculpted the high poly model in Zbrush and worked out the low poly in 3DS Max. For the first time I've worked with Substacne Painter to make the materials. 
Our 3 min animation short is realized and rendered in the Unreal Engine 4 


Here are some more 3D-objects I did for the Project:






Shot from the final film, rendered in UE4