TheSquirrel

TheSquirrel
A Squirrel i met in london one december morning.

15 July 2013

Long time, no see.

So it's been a while since I did some sculpting, I've been mostly doing modelling in Maya and more recently 3D Studio Max so I can become more familiar with it before I start at Funcom, I'm just gonna say right now that I prefer Maya. Anyway to become a little more familiar I made a bad wooden crate, a flatscreen tv, and i'm now doing a cannon:






But even before I started doing these, I was making things like this in Maya for the saloon level, so it's been a while since I've done some sculpting, last character done in ZBrush was Captain Kilkenny, and so to do some sculpting in zbrush, which I guess I will have to do now with 3DS Max as a retopologizing tool, I started on a bust, I really should do some normal human faces but I decided on something reptile (cliche).





Starting to shape up.

17 June 2013

Funcom.

Good news, a while back I contacted Funcom in Oslo about the possibility of becoming an intern with them to get some invaluable industry experience, this would be done through an organisation in Norway named NAV who would pay me to do this internship at Funcom to help me get into the industry, luckily the general manager at Funcom thought this sounded like a good idea and starting August 5th I'll be a 3D Artist intern at the biggest games company in Norway and one of the leading independant MMO developers in the world.

Saloon building in UDK.

Here's a vid of how my saloon building appears in the UDK game engine.


21 March 2013

Saloon Project Update

About one and a half months ago I enlisted the aid of Professor Elliott West of the university of Arkensas as part of my research for the Saloon project, and already he has proven to be a valuable part of the project having given me numerous tips on assets both to create as well as to change.

I dropped the barrel for the piano of course, my thought was that it would be a cool improv repair but since im going for a historically realistic look that was one of the first things he said.

the painting itself is too modern, it needs a more victorian look to it, i've found several alternatives, although not as perfect as I would want them, but thats the evolution of projects; its never going to look as how you first envisioned it.

I asked him for information about the building itself and what a saloon really was at the time period im goin for (1880-1890) and this is his reply:

"A saloon of the sort you are aiming for was often slightly deeper than wide.  On one wall would be the bar.  In front would be an open area with tables.  Toward the rear, usually, would be the piano if there was one, and sometimes a smallish dance floor.

    In re: rooms to rent.  There were bars/saloons in hotels, of course, and saloons with prostitutes had rooms, or sometimes huts out back, for their business.   But saloons did not generally rent rooms.  It would have been a pretty noisy place to rent.  Regarding prostitutes:  saloons were overwhelmingly male institutions.  If women were there, they might have been strictly for dancing with customers (in somewhat larger saloons with a dance floor and sometimes band).  They were paid by the dance or indirectly through overprices liquor bought for them by customers.  Sometimes these were paid for sex, sometimes not.  And other saloons had prostitutes pure and simple.  There to drink with customers, just for companionship, but there for sex if requested.

    Besides bar and booze, there were virtually always tables, for sitting and drinking but often for gambling.  Some had tables simply there for card games if customers chose to play.  Larger saloons had gambling apparatus--routlette, monte tables, etc.  These probably would not have been in the sort of saloon you indicate.  Many saloons, even more modest ones like yours, had a billiard table, most often manufactured by Brunswick.  Very popular.  An ongoing mystery is how owners were able to get these table to very remote mining camps; they are very heavy and featured a bed of solid slate.

    Decor:  besides the nude (not always there), there was usually a large mirror behind the bar, some of them astonishingly elaborate.  Many saloons featured stuffed animal heads, especially deer and elk.  Also on the walls were "sporting prints," most often of race horses and the more famous boxers of the day.  At some point a print of "Custer's Last Fight" became common, given for free by Anheuser Busch to saloons that bought their beer.  You can look it up; original by Cassily  Adams.

     Lighting:  There some sometimes lamps of the short you drew, but more often lamps hanging from ceiling, fairly ornate ones."

I am currently modelling the building itself, although quite a while has passed since I received his last email and now, due to technical difficulties.

 The light he's referring to is the latest model I did before this correspondence


11 February 2013

Piano Finished

I finished the piano lo poly game model, can't believe I spent so much time on it, but that was due to the problem I was having with trying to save UV space by overlapping, somewhere along the way I made a mistake so I was unable to do the overlapping in the end. It proved to be unnecessary though.

I have, by transfer mapping, managed to cut the models polycount down from 1370 polyfaces to 475 polyfaces, which I am happy about. I also got the idea to make and put a barrel (84 polyfaces) as a second support instead of mirroring the normal one of the right, I did this to hammer in the fact that the saloon was a heavily used one, or run down... or just for comedic effect.


01 February 2013

Problem Piano

Having a problem with the Transfer Maps section of my modelling process.


28 January 2013

Saloon Piano

I finished the texturing of the hi poly version of the piano, I chose a walnut texture for it, but I will most likely do another texture that is more worn and with a less polished finish.


27 January 2013

Several New Assets Created

Since my last post I've been creating several new assets for the "Saloon Project"


The first thing to be created was the first thing I think about when thinking of an old western saloon... the swinging doors.

Next I quickly made a spittoon for all yer tobacco spittin' needs. Had to get that dull brass look, and not have background detail because that way it was very easy to loose that dull look to the surface.


The saloon was first and foremost the mans place in town, and it is widely known that there usually hung a risque painting above the bar.

The work in progress right now is the saloon piano, I'm pleased with the look of it so far.


21 January 2013

Floppy Door

I started playing around with the design for my swinging saloon door, started the one on the right, just a generic one, but then I suddenly realised this looked more like shutters, therefore I started over and found some reference images that I liked the look of.


20 January 2013

Saloon Project

So to bolster the environmentals in my portfolio I decided, instead of doing individual pieces of random things, to do an entire old west style saloon, that way I can have individual images of the assets I create for the project, as well as a walkthrough video of the entire saloon in a level building program like UDK or Unity.

Now after doing some initial research on saloons I found that one of the hardest things is: what style to do the swinging doors!

13 January 2013

Final Improvements

Did some final improvements on the desk model, including adding a specular map.


12 January 2013

3 Newest Characters

Just wanted to have this image on here.


Finally some new furniture!

I finally managed to tear myself away from character creation to do some much needed asset creation.

This model is based on my working desk which I thought had a pretty unique look and more importantly I had available to me at all times for referencing and....well .... I broke out the measuring tape...

This is my lowest poly creation as of yet, it ended up being 326 poly faces which includes the handles on the drawers. and all textures were created from scratch in Maya (with some help from custom brushes I found online)