Friday, January 31, 2014

The two weapons I've decided to do are the nail gun and suicidal furby.

The nail gun functions the same as my last post:

- It'll be two separate chain-gun barrels (total of 12 barrels). There will be a hose that sucks the nails from a broken down cardboard box. The nails themselves will be railroad spikes that have a down and dirty rusted look.

this is the look I'm thinking about:

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I am only going to use the dual barrel design and the top part of the base. I'm going to go for a more rusted, down and dirty look for this whole gun, though. The base, barrels and railroad spikes will be rusted up.




The suicidal furby gun:

- This idea basically replaces the idea of the facehugger (from aliens). The gun would shoot out a furby that expands after being shot (a ball of fur when in the gun) and eventually blows up. Along the way, the furby just mumbles about random angry things before blowing up.



The longer barrel is the cannon. The bottom is the "ammo clip". The middle part of the bottom tube will be transparent (glass?) and house the furballs. The cannon part will be a little more detailed. I'll attach this to a base so it's ready to be attached to the go-cart.



Wednesday, January 29, 2014

The decision has been made!

Frank and I decided on what I should do for my portfolio project. I'll do two different weapons based in the game reality of Fuzzy Riders. They'll be fully modeled, textured and use basic lighting. I'll focus on modeling for game design and will keep an eye on my poly/tri limit.

I haven't decided which weapons I'll do yet, but I'll make that final decision by Friday. 

After this, I will build a go-cart also in the realm of Fuzzy Riders. The idea is that one, or both, of the weapons built previously will be attached to the cart in some way. The cart will be stylized, but also have a rugged, "used" look to it.

I'll write up a more detailed report on this when I decide on the direction I am taking. This portion of the project must be done by March 17th.

The rest of the semester, I will be working on an interior scene. The focus here will be realism and possibly exploring alternative renders like VRay and Arnold. Concept art will be added at a later date for this project.

Friday, January 24, 2014

The first idea for my portfolio project is to work with Daniel Troxel for an idea we had a few semesters back. We came up with a game called Fuzzy Riders. It’s a game that would mash up Mario Kart and destructible Fuzzy’s (think of a more mature Mario Kart). Through the past few semesters, we’ve created different assets for the game in various classes. The idea, a previs game board, actual 3d models of characters and we would like to add some more.

This semester I’d like to model a few weapons from the game. Some are iconic versions of other video game weapons and some are the more generic weapons. They’re all mounted to the go-cart that the Fuzzy’s race in and we would model with that in mind.

I’d like to do three or so of these weapons to start out. After that, I want to model a go-cart that is specialized for one of the racers in the league. I then would take one of the weapons I modeled before and attach it to the cart.

Some weapon ideas:

Weapon Decoy – 
Our item boxes to pick up a weapon (question mark box from Mario kart) are still up in the air, but the decoy would be a little different than the normal box.
Personal note: I think a little bunny holding a present box floating off of the ground for the actual weapon box would be awesome. When you got near it, if it were the decoy, then the eyes of the rabbit turn red and a bomb jumps up from the present.
Animation note: The eyes turn red, steam comes out of the ears (old Looney Toons style), the bomb jumps out of the box with a smile on its face.

Spike Strip – 
Standard looking spike strip. Made out of rubber with nails sticking out.
Personal note: I’d like the nails to look more haggard and just overall dirty looking. The nails shouldn’t be uniform. Different sized nails, pointing in different directions, some rusted, ect… I’d like it to look like someone did it at home.

Ol’ Switch-A-Roo –
Switches places with the person one place ahead of you. Modeling for this could be fun, but ideas are slim. Maybe a futuristic looking cannon that has a Recyclesque type of circular arrow signaling a switch or change. This would be hard to model and make it distinctive, so will probably be avoided. 

Nail Gun – 
A gun that shoots nails. 
Personal note: I’m thinking of a chaingun type design with six barrels that pops up from the trunk. Attached to the six barrels is a giant bag full of huge, rusted nails. The bag is a brown sack with holes (nails sticking through) and nails sticking out of the top. From the bag is a tube that attaches to the gun feeding it ammo.

Facehugger – 
Our first “iconic” weapon. The Facehugger from Aliens. Plenty of references for modeling.
Personal note: May be a bit too tough, and time consuming for this project. 
Animation note: I’d like to see an animation of the driver pulling out an alien egg, it then hatches and shoots after the targeted driver. The targeted driver looks back just in time to catch the facehugger to the face.

Shotgun – 
Standard shotgun. Nothing too special. Many references. 
Personal note: I’d like to go with an old-time sawed off look.

Energy Sword –
Sword from Halo. Modeling wouldn’t be too bad. Add a glow over the sword to give it the “energy”
Personal note: The character would use this when getting close enough.
Animation note: whips it out and slices at the tires or character model.

ASHPD 
Portal gun from Portal. Modeling probably wouldn’t be too bad and many references available.
Personal note: It’s recognizable enough that people would get it.
Animation note: Shoot a portal in front of your target, they fall through the ground into the start portal.



More to be added later.