Eirek's Zbrushing Commences


Here's Eirek with a bit of zbrushing underway. The face will have additional texture as soon as I get a diffuse sorted for it, and the coat needs a lot further work. It needs more sculpting and the detail work is just a preliminary test.


Matt Aldridge

Environment work update


Heres a render of the 2 story house fully textured. Will need dirt maps over the top like blood etc just to bring it to life.

Daniel Grandpierre.

Environment work


Heres a shot of the environment with one of the buildings exported into crysis.

Daniel Grandpierre.

If I never see another rosary it'll be too soon




Euugghggghhhhhghghghghhhhhh. Done it. Was it worth it? No...

The beads hanging off his hat swing when he moves his head...or they will do as soon as he CAN move his head. The rest stay static...out of necessity really. It was hard to enough to position it all correctly without bringing shoddy physics engines into the bargain.



Matt Aldridge

Vampire Bat Diffuse texture Update


Bit of a late update but this is how the Vampire Bat will look in crysis hopefully. All that is need to be done to the character is the rigging and skinning for the pre-rendered scenes, and to skin the character to the crysis rig which should be fun!.

Daniel Grandpierre.

Eirek's Sword


Christ what an irritating bit of modelling. The crossbar with all its swirly decoration is one mesh and took quite a bit of hairpulling to do. Not too happy with it but it's consumed too much time already and I'm itching to finally start Z brushing



Matt Aldridge

Vampire Bat Diffuse texture


Still unsure on the overall color of the skin. Will be creating a spec map for the blood and specific areas of the skin.

Daniel Grandpierre.

Eirek nearly finished basic modelling






Getting the crossbow attached to his back was a massive pain in the arse but I finally got a solution that works. The crossbow has a spike on it that fits into a loop on Eirek's sash. His coat is torn around the loop. This means he can very easily pull the crossbow into his hands. All his weapons are proving very bulky and cumbersome but then we never envisaged him moving too quickly or agiley anyway. You have to trade off between speed and firepower, and we chose firepower. The fact that the game is an FPS also supports this choice, as, with the exception of Mirror's Edge, FPS's don't really involve fast movement or gymnastics.





Matt Aldridge

Vampire Bat finished zbrush sculpture

HEre is the finished Sculpted zbrush character. I will upload the texture shots in due course as the character has uv issues that I am currently fixing and cleaning up.

Daniel Grandpierre.

Crossbow WIP




Started the crossbow today and am this far. The metal work on the top was particularly tricky and isn't complete enough to allow for a proper render, but I'm pleased so I'll post these wires.

In other news we have a new member who will be working on environment and assets and posting to this blog.




Matt Aldridge

Eirek's pistol

Here is Eirek's pistol as it stands before any Z Brushing. It's a cross between a flint-lock pistol and a volley gun. Because these types of guns took so long to reload, they were often given 2, 4 or even 7 barrels. I'm not sure if the barrels fired simulataneously or consecutively, but we're taking some artistic licence and saying that Eirek can fire 7 shots from each gun before having to reload. It will be a game mechanic that once he has emptied his pistols and crossbow, he will not be able to reload quickly, so every shot has to count and the hordes of vampires have to be despatched efficiently.




I find hard-edge modelling of this sort very difficult. Using crease edge and turbosmooth gets you only so far if you want to export to Z Brush but still keep low-poly base meshes, and chamfering the edges doesn't yield that much crispness and is a complex chore in itself.



Matt Aldridge