Blood Remnants the final cut

here is the final cut of our film, created for our second year fmp, i think i speak for the whole group when i say we are proud of what we have created.

Final Cut of the 2nd Year Film Blood Remnants from Joe Sargent on Vimeo.

Eirek Havard Textured Turnaround

Untitled from Matt Aldridge on Vimeo.




by Matt Aldridge

Wolf Turn around

This is a turnaround of my wolf character for the film Blood Remnants

(a revised version coming soon)

Wolf Turn around for my second year film from Joe Sargent on Vimeo.



joe

asset showreel






Here are a few images of the assets I created for the game.


by Daniel Grandpierre

Vampire turnaround

Hers is the turnaround for the vampire bat that I created.

Character turnaround from Daniel Grandpierre on Vimeo.

Environment_updates

I fixed up the wolf and the renders for the final segmants of the film, much much happier with it all now.

Joe_Sargent




Stave Church

Here a few renders of the stave church used in the final film, overall im pleased with the way the chuch turned out, I think the roof textures need a little work still, but other than that im pretty happy with it

Joe



BIG BAD WOLF

Here are a couple of renders of the final Wolf that we used in the Trailer for Blood_remnants, I would of like to of kept improving it but due to other work needing to be done, I left him to late and used him as he is. I am however pleased with his teeth :D

Joe

Vampire woman









Had to make this entire thing in one day. Box modelled it, zbrushed it and painted it in Zbrush then made a simple rig to allow her to move against the rope



Matt Aldridge

Eirek Havard untextured turnaround

All that remains to do is a fine detail normal map, diffuse map and spec map:

Game trailer character untextured from Matt Aldridge on Vimeo.




Matt Aldridge

Crysis level ingame shots





Here are a few shots of the village game level and also the vampire bat creature.

Daniel Grandpierre.

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