Dog Weapons: Part Three, The Hammer
March 18th, 2009
This is the last blog in the series talking about the dog weapons I made a couple weeks ago. Here is the final weapon in that set. A massive war hammer This two-handed war hammer is unwieldy, but can cause catastrophic damage to even the most heavily armored opponents. This is the first clan specific weapon I have made for ...
Dog Weapons: Part Two, Blades
March 14th, 2009
Following up my earlier post on polearms, here are three new bladed weapons that I finished last week for Overgrowth. One visual theme that ties a lot of the dog equipment together is the repeated use of rectangular shapes. This even carries through to their architecture. With these weapons you can see it with the studs on the handle, and ...
Dog Weapons: Part One, Polearms
March 11th, 2009
I decided this week I would take a break from my modeling series and show off a little of what I have been working on. I am finishing up a bunch of 3D weapon models for dog characters and I am pretty happy with how they have come out. A spear I think that a normal dog soldier is often ...
How I Make Overgrowth Assets: Part III, The Base Model
March 4th, 2009
Here is the third part of how to make an Overgrowth asset. This time I will talk about making a base model to sculpt from. This is the first of the 3 models I will make to create the final asset. I built this using 3D Studio Max 9 with the intention of importing it into Mudbox 2009. Box-modeled base ...
New rock and statue assets
February 22nd, 2009
Here are some new assets I have been working on. Rocks are surprisingly hard to get right. Small features like cracks or areas where the rock has sheared off have a lot of small details that are kind of tricky. I am planning on doing a few more rock sets, so I still have a chance to improve :) Modeled after ...
How I Make Overgrowth Assets: Part I, The Idea
February 18th, 2009
This is the first part of a series of blog posts explaining how I go about putting a 3D art asset into Overgrowth. Everybody has ideas about what they want to make but how do you know your ideas are good ones? If you don't have any good ideas, how do you get some? In a lot of ways ...
The ruins of Lugaru
February 5th, 2009
People who played Lugaru will be familiar with the ruins in that game-- often simple blocks of stone-like material, they played a critical gameplay role in many of the levels. Going into Overgrowth, I thought this was one of the more original aspects of the art direction. They seemed very mysterious and abstract, and that was my favorite thing about ...