4 February 2015

Raygun: Mark II - Design and Modelling

In college I completed a module which required me to create the conceptual idea for an indie game. I designed an environment, weapon and character for said game, which were later modelled in Autodesk Maya.


My design for the object: a raygun.

As this was my first time working in Maya, I was quite proud of my final model. However, I recently found the original file and realised that my modelling skills were limited to translating random polygon shapes into position. I also had no knowledge of texturing, so the model was coloured with various blinn materials. 


Raygun: Mark I consisted of over 70,000 polygon faces.

As I now have a better understanding of both modelling and texturing, I have decided to recreate the model from scratch. The new poly count consists of 1,342 faces and was completely created from the extrusions of a polygon sphere.




I feel that the initial colour scheme is quite overwhelming and works better in 2D than 3D. An acquaintance told me that the model could be a good design for the game 'Team Fortress 2', so this may have an impact when deciding upon the model's new colour scheme. 

An example to show the red and blue colour schemes in Team Fortress 2.

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