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3D Modelling


Master Sword Timelapse
After the announcement of the Ocarina of Time remake, I was inspired to try and make a low-poly master sword model


Master Sword Animation Showcase
I put the model in engine and attached it to a character with a very zelda-esque animation to show it off a bit


Dismantle - Boss 1
The first bosses concept was that it would be a walker used by SWAT teams to get over traffic in the city, without being something that flies and being vulnerable to an EMP, so I wanted to make something very tanky looking


Dismantle - Leviathan
For the second boss, I knew I wanted to have the fight in a sewer, so it would need to climb on the ceilings and walls.
The plan was to use Inverse Kinematics to animate the legs as it moved but that system couldn't be finished in time for the deadline.
The design boss fight itself was vaguely inspired by the Gohma boss in Ocarina of Time, and so I wanted to invoke a sort of spider-like appearance to the boss.
The plan was to use Inverse Kinematics to animate the legs as it moved but that system couldn't be finished in time for the deadline.
The design boss fight itself was vaguely inspired by the Gohma boss in Ocarina of Time, and so I wanted to invoke a sort of spider-like appearance to the boss.


Dismantle - Europa
The initial idea for the third boss of the game was going to be a more serpentine dragon with a holographic body, but as this boss model came towards the end of the project it had to be simpliefied.
Instead, I wanted to make it more mechanical, this would also serve to keep it in line with the other two bosses.
I tried to take elements of a plane for the fins on its back and tail to keep its mechanical appearance even though it is the most organically shaped boss model.
Instead, I wanted to make it more mechanical, this would also serve to keep it in line with the other two bosses.
I tried to take elements of a plane for the fins on its back and tail to keep its mechanical appearance even though it is the most organically shaped boss model.


Europa - In Engine
The third boss, Europa, with its emission maps more clearly visible


Europa Flyaround
In-Engine flyaround of the Europa Model


8UG Screenshot
Enemy model made for FMP - DISMANTLE


Ranged Enemy Screenshot
The ranged enemy was the second enemy added to the game, and was a bit of a step away from the shape of the other enemies, being significantly taller. This was intentional, as the player would likely be trying to fight it at range and i wanted it to be easier to hit.
If I were to rework it I'd make sure the head was oriented the same way as the standard and flying enemies, as it looks a bit out of place how it is.
If I were to rework it I'd make sure the head was oriented the same way as the standard and flying enemies, as it looks a bit out of place how it is.


Flying Enemy - Screenshot
The flying enemy is very similar to the standard enemy, largely due to its central body literally being the same base model just retextured.
The propellors on the side of the model also increase the size of its hitbox, which allows the player to hit it easier at range.
The propellors on the side of the model also increase the size of its hitbox, which allows the player to hit it easier at range.


Pistol Screenshot
The Revolver, and all other weapons were textured in a way that they could look natural with a Primary, Secondary and Glow colour, this was in line with a planned weapon customisation feature


Overpass - Screenshot
The overpass in the hub was heavily inspired by Nier: Automata, I didn't want to just have it be a circle of buildings boxing the player in, so I needed a large, unique structure to pull the players eye.
The Overpass was modelled in a way that I could chain them together and still have a natural looking end, so in any future levels this piece can be used without looking like it cuts off too cleanly
The Overpass was modelled in a way that I could chain them together and still have a natural looking end, so in any future levels this piece can be used without looking like it cuts off too cleanly


Dumpster
During my research for Dismantle, I played Cyberpunk 2077 to get an idea of what a cyberpunk city would look like BEFORE an apocalypse, and I realised that 90% of the set dressing was just having litter and trash bags everywhere in the street.
So naturally I started my prop modelling with a dumpster to have a larger asset to work with to help decorate outdoor levels.
So naturally I started my prop modelling with a dumpster to have a larger asset to work with to help decorate outdoor levels.


Blahaj
The core mechanic of darker shores is catching odd and unsettling fish, as well as more comical ones, this was one of the sillier easter egg fish that could be caught.


Toxic Barrel
Toxic barrel Model made for Darker Shores, served as the landmark where radioactive fish could be caught


Crossbow
An in-engine view of the crossbow in darker shores.
The player needed some way to defend their boat from some of the larger enemies in the game, and a harpoon gun seemed like the most fitting for the theme, it also gave us the opportunity to have ammo be a purchasable resource if the shop system was finished.
The player needed some way to defend their boat from some of the larger enemies in the game, and a harpoon gun seemed like the most fitting for the theme, it also gave us the opportunity to have ammo be a purchasable resource if the shop system was finished.


Crossbow (In Modelling software)
Crossbow Model made for Studio Project - Darker Shores


Fishing Boat
Fishing Boat Model made for Studio Project - Darker Shores
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