Jun 9, 2009

FINAL TRAILER

Well here it is - the final cut of our trailer: NEXUS!


Nexus from Dave Gibson on Vimeo.



Also check out my portfolio

May 11, 2009

Final Mutant Tunnel


It's taken ages, but this is the final version IN GAME with no post effects of what the mutant tunnel looks like.

May 9, 2009

Nexus Teaser!

Just a quick teaser for our trailer :)

Nexus Teaser from Dave Gibson on Vimeo.

AI Test

This is a quick test of the AI characters fighting against each other, with some extra zombie goodness ;)

Nexus AI and Zombie test from Dave Gibson on Vimeo.

May 4, 2009

Environment Updates!








Here's a couple of the environments that I've been working on. There's going to be a few more assets to go in, but at the moment, we're all focussing more on getting the characters to animate the way we want and also setting up the cameras for cutting the trailer.
Well here he is, my final character model, in the CryEngine 2 Editor (all toolbars and info has been hidden) with everything turned upto the max. All the skinning works and a quick animation will be uploaded in the next fewdays.
Credit goes to Dave Gibson for the environment, which looks amazing.

Apr 20, 2009

This is just a quick viewport render of where my environment area is at. More assets need to be added in and then it is ready to be imported into the CryEngine.

Apr 2, 2009


Ok well here is the final character textured and ready for going in to the 'Nexus' game. The model on the left is 10K polys and the model on the right is half a million polys. I used the high poly mesh to help setup the normal maps for the low poly mesh. This is a straight render from 3DS Max 2008 and has only one omni light.

Mar 26, 2009

Raltime/viewport Screen Grabs

The first two image are taken straight for 3dsmax view-port this gives a pretty good idea of what the final model should look like in-game with all the textures loaded. The model currently stands at just over 10,000 polys with a single 2048x1024 diffuse,specular and normal map.



Here is a render with 3 omni lights in the scene and rendered in scan line.

Mar 24, 2009

Here's a few updates on the Crysis environment work.

This is the interior for the lobby scene. Basic box modelling at the moment, but we've just started building this area.

Here's the full layout of the level minus the platform itself. I've just started modelling the escalator and running some Crysis animation tests.

Quick animation test of the escalator stairs. Had a lot of problems with this since the crysis movement parameters don't allow for path animations. They also don't like a lot of keyframe animation, so getting the stairs to do what I wanted was fairly difficult. However, its all working now yay!
Been tweaking the normal maps for the station platform. Hopfully looking a bit better now.
Pretty much finished modelling the platform now. Been adding in some new animated assets such as a security camera. The fans are also rotating as well as the train updates board.

Texture Update...


A quick render of some of the textures on the the soldier, rendered in scanline with all textures on one 2048x1024 texture sheet. I haven't done any specular maps yet but hopefully over the next day or two I should be done and can post the finished Game ready model.

Mar 23, 2009



ok, managed to get the mutant into the engine today..with a little help lol.
He is a static object with a skin shader and flesh surface.
The time of day was changed to get a better lighting effect for the first image.
Here he is 2 seconds after being shot by dave

New mutant sculpt



Here is an update on the mutant for the game level.
He was not looking as under fed and skinny as we wanted, so the sculpt was adjusted to fit the concept more thruthfully.
The texture has also gone through some changes, it is now more saturated than it was, this gives the feel that the mutant has blood flowing thriugh his body and that he is alive and was once human.

Mar 16, 2009

Just a quick update, with a bit of help from Sophy Wood and Ashley Sparling I have managed to get the head bust of my character into the CryEngine for a quick test. The specular and bump maps are very rough and will be tweaked. Also, the eyes are crysis presets and so they do not fit 100% correctly.

Mar 15, 2009

Sculpt and poly painting fun :)



A little Update on the character and the start of some texturing work, renders are all straight from zbrush.
Well heres the final Zbrush sculpt for the main character of the game, all that is left now is the texturing...

Mar 14, 2009

Nexus Environment

Here's a quick test of the first part of the Nexus Mod Level. As you can see the normal maps are a little heavy, but I shall be tweaking them a lot along the line. At the moment I havent found a way of editing them within sandbox, which is most vexing, but I'm sure there's a way around it.


Nexus Mod Environment Test from Dave Gibson on Vimeo.

Mar 12, 2009

Soldier Head

Pretty much the finished sculpt of the head for the soldier.... just a few bits left to tweak around the ears :)

Mar 6, 2009

Small Update...



An update on the zbrush work for the soldier, the trousers and boots are getting there and I've also made a start on sculpting the t-shirt.

Mar 5, 2009

Soldier - zbrush WIP

An update on the soldier/guard in Nexus, I've done a first pass on a few parts of the character and also revealed the face more.

Mar 4, 2009

Alpha

Here's the alpha for Nexus Mod. Unfortunately vimeo has screwed the video right at the end, but the bulk of it is all there, just a bit of gameplay at the end is missing. Will reupload when I get my weekly HD video renewed.


Nexus Mod Alpha from Dave Gibson on Vimeo.

Mar 3, 2009


This is a ZBrush test for the mutation of the main character. Unfortunatly, after discussing the look of the character with the rest of the team it was decided that the mutation should be much more subtle and rely more on the texturing of the face.

WIP ZBrush sculpture for the main character, this image shows the initial forms of the face before the mutation.

Users :D

Testing user accounts.....now you can tell who is posting what. Here's a run down of who is doing what.
Gary is doing the main character, DaveH is doing the Soldier and Mike is doing the Mutant. I'm more of the environment concepts, environment modelling and getting things into crysis. The other guys will then work on the environments when they've finished their characters. :D

mutant character





This is my character for the Crisis mod we are working on, he was once a human, and due to radiation he has mutated.
The render is the base mesh with the normals from Zbrush added, if the Crisis Engine can handle alot more polygons per character then I will try and use an export sub divided model from Zbrush.
There are no textures for this character yet.

Mar 1, 2009

Main Character UV Layout



This is the UV layout for the main character, the UV space is 2048 Width x 1024 Height in order to better suit the cryengine.

Created By Gary Riley

Feb 27, 2009

Base mesh for soldier


This is the final basemesh to be used for the soldiers in our crysis mod 'Nexus', hopefully it should be zbrushed within the next few days.

Feb 26, 2009

Final Base Mesh For Main Character


This image shows the final base mesh for the main charcater of our crysis mod 'NEXUS'. The next step is to use Zbrush to sculpt high-res detail, which will later be used for nomral mapping the character. The poly count is 9000 polys.

Created By Gary Riley

Feb 25, 2009

Realtime Woot!

First bit of real time in Crysis :D Ported train from an earlier model. Been having some problems getting the mesh into crysis as one object, but it works. Pretty happy with the ways its turned out though. Enjoy,
DaveG.


Underground Train in Crysis from Dave Gibson on Vimeo.

Feb 24, 2009

WIP Base Mesh for Main Character


This is a WIP of our main charcaters base mesh created using 3DS Max 2009, which will be used for our crysis mod 'Nexus'.

Created By Gary Riley

Feb 20, 2009


Nexus Animatic from Dave Gibson on Vimeo.
Heres one of our models that we hope to port into crysis..

Underground Concept from Dave Gibson on Vimeo.




Here is the basic storyboard for the trailer itself...









Some of our character concepts.....


Here's a concept of the main Underground lobby area,