About Me

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Cardiff, Wales, United Kingdom
I am Ollie Elliott. I studied BA Computer Games Design and got a 2.1 with honours at Newport University. I'm from sunny Somerset. This is my blog. It's about different things. Go away.

Saturday 13 October 2012

Spillin the beans (Part 2)

 Welcome back to Spillin the beans! This post won't be as in depth as the last, nor will it be about Spillins as he has been sent off for rigging by master animator Steven "Crane Style" Craner and so I haven't done any more work to him.
 Instead I've been doing various bits of environmental modelling and texturing so this is going to be about that. Hopefully there will be something of interest in here for you and if not it's always nice to document the work that I've done. Anyway...
Awwwwww here it goes.....
 Also we have a new Facebook page for the game (click here) and it needs your likeage! Anyway...
Awwww here it goes.....

Lever

 My first port of call was to model and texture the lever that appears throughout the game to open doors, gates etc. The model itself didn't take too long but the texture did take a few hours as it was the first thing I'd textured in a long time. I don't tend to keep my layout clean as I don't really see the point with this kind of model but with characters etc it's obviously better to make the most of space with the UV layout.
 Here's the texture map of the lever base, I was going to post the separate handle texture but it's even less interesting than this:
  

 And here's the model textured and in-engine (without lighting built, that's why it appears to be lighter than the rest of the environment):



 Hopefully it will stand up to being a recurring environment piece!

Chest & Graveyard Wall

 For the next two assets I've only needed to do the modelling so far so no texturing here.
First up is the treasure chest. It's not remarkably different from the treasure chest you imagined when you read the previous sentence but I tried to jazz it up a bit with handles and pointy bits so hopefully it's unique enough to fit into our world. Here's a render of the model: 


 Second is the wall and gateway that separates the regular citizens' graveyard from the VIP tombs (I think). The concave side (citizens) will be stone bricks and the convex side (VIP) is built up from large rocks and boulders. Here's the render:


 Will possibly be texturing these next week so look out for them.

Flower Bushes

 Here's the one you've all been waiting for. Don't pretend you haven't. I know you have. Here's the flower bushes (I textured, Pete modelled):

 And here's the texture map which I think looks pretty funky:


 Well that's all for Part 2. Hope you enjoyed, more will be coming soon. Please like the Facebook page if you haven't already and help support and promote the game!
Bye.

Mid-Month Madness... Just an October update

 Just a quick mid-month update on non-Seeker stuff I've been doing.
First is a follow up to the business card I did for Lanny last month. He asked me to design a poster with pull tabs to promote his English tuition, so if you're German and can't read this get in touch with him.



 My Minecraft Lego videos have been having a steady flow of views which I'm incredibly pleased with as I was only expecting a couple of hundred views maximum. I'm encouraged to make more but I really can't find the time at the moment.

 I've also kindly been asked to design a tattoo for my girlfriend's brother incorporating various parts of his personality. It's not finished yet so will only post a sneak peek here but I think it's looking good so far:


 I think that's about everything now. I'm keeping updates about The Seeker in separate posts so that they're easier to promote. One should be appearing later on this evening. bye