This trailer introduces two companion characters (Yavuzalp Küseyra, Seliné Kyraion) of the game.
I made some models of this trailer such as sword, monuments, some buildings of external scene and tables, chest, books, fireplace, wall-clock etc. of internal scene.
Showing posts with label Céidot. Show all posts
Showing posts with label Céidot. Show all posts
2.2.11
27.10.10
Céiron Wars
BASE SCREENS
These are the base screens of Céiron Wars. Almost every building has 3 versions (normal and upgraded versions). I prepared the buildings and environments.
I also made battlegrounds, items, weapons etc. for the game and trailer. Additionally I made a new company logo model for the game.
Galon - Empty
Galon - Full
Pyroka - Empty
Pyroka - Full
These are the base screens of Céiron Wars. Almost every building has 3 versions (normal and upgraded versions). I prepared the buildings and environments.
I also made battlegrounds, items, weapons etc. for the game and trailer. Additionally I made a new company logo model for the game.
Galon - Empty
Galon - Full
Pyroka - Empty
Pyroka - Full
19.9.10
Céidot Studios Logo for Céiron Wars
I modelled and textured the eye. Flesh part was modelled in Mudbox and normal map was created from highres model to speed up rendering time.
It was used in Céiron Wars' release date trailer.
Also you can play Céiron Arena (very light version of Céiron Wars - PvP battle only) with your Facebook account here.
Concept art by Tamer Karatas.
It was used in Céiron Wars' release date trailer.
Also you can play Céiron Arena (very light version of Céiron Wars - PvP battle only) with your Facebook account here.
8.5.10
Céidot Studios Logo Animation
I made this animation for Umaykut's trailer which can be viewed here:
Umaykut Trailer (English) , Umaykut Trailer (Turkish)
Umaykut Trailer (English) , Umaykut Trailer (Turkish)
Eye model made by another artist. Also vegetation is from Archmodels library and some stone models are from Turbosquid. All other stuff was made by me.
27.12.09
Umaykut
This is a web strategy game based on three of old Turkish states (before Ottoman Empire). It was made a year ago. I remade all building and environment graphics.
Game's site (Turkish) , Game's site (English) , Facebook version (Turkish) , Facebook version (English)
Selçuklular (Great Seljuq Empire)
Göktürkler (Göktürks)
Hunlar (Hunnic Empire)
Game's site (Turkish) , Game's site (English) , Facebook version (Turkish) , Facebook version (English)
Selçuklular (Great Seljuq Empire)
Göktürkler (Göktürks)
Hunlar (Hunnic Empire)
29.4.09
Futbol Arena
This was the project that I worked when I entered Céidot. It is a multiplayer soccer game. Every player has a team and player can purchase cloths for his team, train it and improve it with XPs that earned from every match. But the project was cancelled.
Graphic engine is Ogre. Everything was done in Max and oFusion plug-in was used for exporting. Also ShaderFX plug-in was used for some shader work.
Here are screenshots (from pre-alpha stage, concept arts by Tamer Karataş):
Dome Arena
About 80% of it was changed.
About 40% of it was changed.
Graphic engine is Ogre. Everything was done in Max and oFusion plug-in was used for exporting. Also ShaderFX plug-in was used for some shader work.
Here are screenshots (from pre-alpha stage, concept arts by Tamer Karataş):
Factory Arena
This is the first arena I made.
Beach Arena
Atron Arena
Dome Arena
Harbour Arena
This was made by another artist but after he left we decided to change it.About 80% of it was changed.
Céidot Arena
This was changed like Harbour Arena.About 40% of it was changed.
5.4.09
Test Project for Céidot
This is the test project that I made for Céidot.
They wanted me to make an arena that contains a futsal pitch. They said there is no limitation on concept, do whatever you want. They just gave poly and texture limits. So I decided to make something unusual, something different from what I made before. I already made a city environment, an helicopter etc. What I didn't made before (except some experimentations) were organic like things. So I decided to make sculptures to show my abilities about max-mudbox workflow and normal mapping. To make the level more intresting, I made it under the sea. It's not a great level but it shows my modeling and texturing abilities well enough I think.
Anyway here are the renders:



They wanted me to make an arena that contains a futsal pitch. They said there is no limitation on concept, do whatever you want. They just gave poly and texture limits. So I decided to make something unusual, something different from what I made before. I already made a city environment, an helicopter etc. What I didn't made before (except some experimentations) were organic like things. So I decided to make sculptures to show my abilities about max-mudbox workflow and normal mapping. To make the level more intresting, I made it under the sea. It's not a great level but it shows my modeling and texturing abilities well enough I think.
Anyway here are the renders:



Also I made a lightmap for the level. I used Max' Metal Bump 9 shader but didn't able to show all models' shaders at same time (some strange triangles appear) so I have to isolate model from the scene to show it with DX shader.
By the way, used programs are 3ds Max, Photoshop, Mudbox and Crazy Bump. I used photos as resource for textures, mainly. I took more than 250 photos for this. Every surface has at least diffuse and normal map.
Sculpture 1
Base mesh

Mudbox

New mesh (retopology) based on Mudbox model

Final model with diffuse, specular, normal and cube map

Sculpture 2
Same process is done for this one. It's not as detailed as the first one so nothing special, here is the final model with DX shader.

Throne
HighRes mesh (Leather parts are done in Mudbox)
Final model
Other Models
Grandstand

Some low and high res. meshes with final models
Balcony

Walls

Submarine
HighRes mesh

Final model

NPC
LowRes NPC models with only diffuse texture

Parallax Mapping
I used Ben Cloward's offset mapping shader for this. Here are same models and textures with normal mapping and parallax mapping.
.jpg)
.jpg)
So, that's all. :)
By the way, used programs are 3ds Max, Photoshop, Mudbox and Crazy Bump. I used photos as resource for textures, mainly. I took more than 250 photos for this. Every surface has at least diffuse and normal map.
Sculpture 1
Base mesh
Mudbox
New mesh (retopology) based on Mudbox model
Final model with diffuse, specular, normal and cube map

Sculpture 2
Same process is done for this one. It's not as detailed as the first one so nothing special, here is the final model with DX shader.

Throne
HighRes mesh (Leather parts are done in Mudbox)
Final model
Other Models
Grandstand

Some low and high res. meshes with final models
Balcony

Walls



Submarine
HighRes mesh

Final model

NPC
LowRes NPC models with only diffuse texture


Parallax Mapping
I used Ben Cloward's offset mapping shader for this. Here are same models and textures with normal mapping and parallax mapping.
.jpg)
.jpg)
.jpg)
.jpg)
So, that's all. :)
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