What is Orbital Drift?
Orbital Drift is a virtual reality game set in space where there is a conflict between four races. This has essentially become a galactic battle where players choose their ship and annihilate the enemy ships.
As the players speed around the resourceful giant meteor, they will be conflicted with enemy blasts. Only the best will qualify for the real battle- winner takes all.
As the players speed around the resourceful giant meteor, they will be conflicted with enemy blasts. Only the best will qualify for the real battle- winner takes all.
Modelling
Space Ship Models
Man-made Models
Environment Models
The Journey
As the 3D modeler and level designer of Aeonyx for Orbital Drift, I went through the process of concepting, building and refining my ideas. I started off very rough in terms of hard surface modelling skills as I can say in the past year I have had experience only with organic environmental structures, low poly modelling and some character sculpting.
I started off with a low poly approach at first for many of the objects however as I progressed through the different phases of the project I began to push the boundaries and really immerse myself with hard surface modelling.
Space ships were certainly an interesting place to start and it really camw down to practice and exploring a plethora of different techniques and tools to find what worked best for me. At first I only used the basic extrude function of Blender slowly making myself through designs but then introduced the learning of the unique boolean functions, slicing, arrays, bevels, lofts and more. Through utilising different functions, the process of hard surface design became more familiar.
Towards the middle of the project I spent a great deal of time learning how to UV map properly as this was a crucial part of the pipeline based workflow for our texture artist. However once I had this nailed down, the results of modelling once blank objects, came to life.
We went for a stylised design for our game and I felt that we implemented this reasonably. Honestly taking two roles is always difficult and in relation to this I hope I can learn to texture my own models as there are methods of manipulating a models surface.
I started off with a low poly approach at first for many of the objects however as I progressed through the different phases of the project I began to push the boundaries and really immerse myself with hard surface modelling.
Space ships were certainly an interesting place to start and it really camw down to practice and exploring a plethora of different techniques and tools to find what worked best for me. At first I only used the basic extrude function of Blender slowly making myself through designs but then introduced the learning of the unique boolean functions, slicing, arrays, bevels, lofts and more. Through utilising different functions, the process of hard surface design became more familiar.
Towards the middle of the project I spent a great deal of time learning how to UV map properly as this was a crucial part of the pipeline based workflow for our texture artist. However once I had this nailed down, the results of modelling once blank objects, came to life.
We went for a stylised design for our game and I felt that we implemented this reasonably. Honestly taking two roles is always difficult and in relation to this I hope I can learn to texture my own models as there are methods of manipulating a models surface.