Friday, 30 December 2016

Thursday, 29 December 2016

PC Vehicle update: Getting close

The model itself is coming along nicely, though it is still different to the concept I believe it to be successful on its own. With further development I will try increasing the look of a few aspects of the design to make the model more like the concept.

In terms of detail I think it is nearing completion, maybe some more small things to fill out some bare spaces and then some extra bits to get more of the alien feel.

Monday, 12 December 2016

PC Vehicle Progress Update





This is an update on how far I have got with this model. From the last post a lot has been achieved, however there is still much much to do in terms of modelling. I believe some of the core design from the concept has been lost in translation and must be looked at. however I am very happy with the way this model looks so far.


Sunday, 11 December 2016

PC Vehicle Build Progress




I have decided to start creating the PC vehicle. After blocking shapes for size guiding, I have started modelling in more detail. In terms of reference at this point i am leaning heavily on tanks from WW2 and the modern era. I will then move onto the for unique aspects of my original design. Though still far from complete this is an update on my current progress.

Monday, 5 December 2016

Scaling Charts


These are two scale sheets of the different characters and vehicles. These are also the designs I believe to be the strongest and the one's I want to take to 3D.

Thursday, 1 December 2016

PlayStation: Mech 01

For a vehicle design for the PlayStation race I have decided on a mech. This is because I believe its a bit more in keeping with the design aesthetic.

Tuesday, 29 November 2016

PC: Vehicle 01

In this design I wanted to create a tank-like vehicle that looks aggressive and big in size.

Saturday, 26 November 2016

PlayStation: Recon Unit 01

With the recon design I have added more fabric, and once given a unique texture this will work very well.

PlayStation: Support Unit 01

For the support unit I did not want to increase the bulk too much, I have kept the changes small to keep a more small and sleek look.

Wednesday, 23 November 2016

PlayStation Infantry Design 01

In this design I wanted to bring across some reference from the PS4. It has light bars as well as some simple sharp armoured pieces.

PlayStation Alien Design

For this design I wanted a more sleek feel with a lower form factor. Also I wanted this design to seem a bit more sophisticated.

PC Recon Design 01


Thursday, 17 November 2016

PC - Support unit 01

For this design i have worked of the standard infantry unit, making this unit a more armoured design to fit with its support style role.

Tuesday, 15 November 2016

PC Design: Infantry 01



For My PC designs I am going for a big and powerful feeling. As such this alien race has a more aggressive muscular design aesthetic. 

Tuesday, 8 November 2016

xbox: Ship design 01

This is my current Xbox ship design. I am currently trying to produce as many final-ish designs for the presentation and will further refine these pieces.

Monday, 7 November 2016

Xbox: Vehicle - Mono Bike

Following the same theme as the previous designs, this unit has hidden features as well as a more sleek mono-wheel design.

Wednesday, 2 November 2016

Xbox: Recon unit progress


This is the current stage of the Recon class for the xbox alien race. In keeping with the theme it has a concealed part. In terms of scale this unit is small, for working with other units to cover more ground.

Tuesday, 1 November 2016

Xbox: Support unit

This design still needs work, this is the new design for the Xbox alien race support class. Like the standard infantry design, this unit conceals its weapons beneath a fractal body design.

Sunday, 30 October 2016

Xbox Infantry re-visit


I am re-visiting my designs for my Xbox alien race. The previous designs were lacking some aspects of the Microsoft/Xbox design criteria. In this new design i have made a more sleek and fractal design, also playing on the idea of the 'spying' I thought it may be ideal to have a sleek corporate outside while having hidden features underneath. Things such as a visor covering one large eye and hidden guns depending on unit type etc.

Other designs such as the vehicles will show other interesting shapes and forms, however for this unit I feel a more traditional humanoid form is the better option.

On a design note the surface is supposed to be a gloss black and gloss grey, like the elite Xbox controller. I found this effect hard to achieve.

Thursday, 27 October 2016

Xbox: Design Update


Updating on my progress, I am at a point of refining three of my basic unit designs for my Xbox alien race. Having first developed the ranged unit, I believe it would make sense for this race to use a core base in all its infantry. As such I have adapted the designs for their specific purpose. The support class of infantry now has a more stable platform to use its heavier weaponry. While the recon class of infantry now has an adaptive camouflage and accompanying drone.

Monday, 10 October 2016

Unit type research

I have researched the types of units generally found in similar games to gain an idea of the models I will make in this project.

Infantry
Infantry are generally the smallest unit type in a game. Some games offer variations of design and equipment and as a result, they start to perform more specialised roles.
For the purpose of this project, Infantry can be roughly grouped into four classes.

Melee Units fight hand to hand. They tend to be very strong and heavily armoured simply because they engage the enemy at close range.

(Melee example)

Ranged Units form the majority of infantry types. They have the advantage of opening fire at a distance. Generally, they will be equipped with standard weaponry and form the bulk of a force.


(Ranged unit example)


Defensive Units specialise in repelling regular infantry types, these units use higher armour and guns with a higher ammunition count to repel and supress the enemy.

(Defensive unit example)

Spies can disappear from view or remain hidden from the enemy in some way. Spies are designed to penetrate enemy lines. Another variation is the Sniper who is a stealthy unit that assassinates other infantry at long range while gaining tactical information.

(Spy unit example)

Vehicles
Vehicles are generally the dominant unit on the ground, and can provide vast amounts of armour, power and manoeuvrability. For the purpose of this project they can be grouped into these four unit's.

Tanks come in every size and shape. Variations on the tank include large gun carriers, armoured cars, half-tracks, and the armoured personnel carrier (APC), which can transport infantry units.

(Tank example)

Bikes and Buggies are light high-speed vehicles. Often in games, they are some kind of bike, trike, all terrain Jeep or other. They are generally lightly armed and often expendable.

(Bike example)

Mechs are heavily armed robots with high-tech weapons, heavily armoured and of great size, these vehicles provide superior power to infantry stalemates where less mobile vehicles cannot reach.

(Mech example)

Artillery is stationary unit that can shell opponents beyond visual range. Some games offer nuclear silos and rocketry which fulfil the same role.


(Artillery example)


Aircraft are units that fly through the air. They are usually the fastest units in the game with the widest field of view. Aircraft come in four major type. Fighters, Bombers, Scouts and Transports. Fighters target enemy aircraft, but have little effect against the ground, Bombers are slower and target the ground, Scouts high speed, lightly armed units that are designed to search and provide recon, and Transports take units in and out of hard to reach trouble spots.



(Transport and Bomber example)