Plan for Craig Fortune
by Craig Fortune · 11/27/2005 (5:48 am) · 19 comments
Well after Nauris put up a .plan after a long time since the last one its motivated me to type one up too. Quite a lot of stuff has happended since my last update, so I'll try condensing it as much as I can (having said that this plan will likely end up very short cos I'll realise I haven't done much and it just feels like loads cos I'm a lazy git =])
Snachurz
Stuff is progressing along a nice rate, not quite as fast as I'm sure we all want it too, but RL and paid jobs kinda have to come first really. Gratuitous unecessary screenshots:
weaponry on the bamboozle craft
Some housing
Mockup of one of the highly industrial bits
The spawn cannon :) Its shoot you upwards when you spawn.
new hud

Bits and bobs
I'm including this for no other reason then I happened to stumble upon these images whilst writing this plan. As Nauris mentioned in his plan we did a bit of work on a project with 21-6. Its an educational game thats actually fun to play! Now thats a unique concept no? ;)

->Off the back of finding these images I found a load more showing the iterative development of a model for this project. Thought it might be interesting to some people if maybe I showed these and talked about the discussions that were had over its development etc. Could be useful for people thinking of doing contract work etc but aren't quite sure if they can do it or not or dont quite know the "typical" process involved in the lifetime of a contract gig. Let me know if you'd like to see this.
SubD? Wha?
Nearly all work I do is low poly, simply because I dont really tend to do any work thats outside the realm of games. Lately however I've been starting to play around with using subdivisions etc in an effort to really be able to take advantage of all the current wave of shader tech thats available (normal maps and the like) So heres a little work in progress of a head model. LOADS of work to do on it still, so I'm not necessarily lookign for crits etc, but they are welcomed if you think you know a good tip etc :D

University work
I've never actually put any University work on a .plan before, never really seen the relevance, but this kinda links in as its 3d stuff. A work in progress of a car model (one of the old porsches with the huge odd spoiler that looked like it weighed more than the car :D) All done in XSI with a poly count of 3556. (This isn't for game use, and it will end up being probably very high poly.)

Aaaanywho, I've probably forgotten loads of stuff, but nevermind :)
Snachurz
Stuff is progressing along a nice rate, not quite as fast as I'm sure we all want it too, but RL and paid jobs kinda have to come first really. Gratuitous unecessary screenshots:
weaponry on the bamboozle craft
Some housing
Mockup of one of the highly industrial bits
The spawn cannon :) Its shoot you upwards when you spawn.
new hud
Bits and bobs
I'm including this for no other reason then I happened to stumble upon these images whilst writing this plan. As Nauris mentioned in his plan we did a bit of work on a project with 21-6. Its an educational game thats actually fun to play! Now thats a unique concept no? ;)

->Off the back of finding these images I found a load more showing the iterative development of a model for this project. Thought it might be interesting to some people if maybe I showed these and talked about the discussions that were had over its development etc. Could be useful for people thinking of doing contract work etc but aren't quite sure if they can do it or not or dont quite know the "typical" process involved in the lifetime of a contract gig. Let me know if you'd like to see this.
SubD? Wha?
Nearly all work I do is low poly, simply because I dont really tend to do any work thats outside the realm of games. Lately however I've been starting to play around with using subdivisions etc in an effort to really be able to take advantage of all the current wave of shader tech thats available (normal maps and the like) So heres a little work in progress of a head model. LOADS of work to do on it still, so I'm not necessarily lookign for crits etc, but they are welcomed if you think you know a good tip etc :D

University work
I've never actually put any University work on a .plan before, never really seen the relevance, but this kinda links in as its 3d stuff. A work in progress of a car model (one of the old porsches with the huge odd spoiler that looked like it weighed more than the car :D) All done in XSI with a poly count of 3556. (This isn't for game use, and it will end up being probably very high poly.)

Aaaanywho, I've probably forgotten loads of stuff, but nevermind :)
About the author
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• Reflection, Part 4• Reflection, Part 3
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• Reflection, Part 1
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#2
11/27/2005 (6:05 am)
I love the artword for Snachurz, it has a great quirky feel to it. No idea what the game is going to be like, but it looks nice none the less.
#3
11/27/2005 (6:24 am)
nice! I love the textures!
#4
11/27/2005 (6:51 am)
I like your style of art. The shapes and textures are really cool.
#5
11/27/2005 (7:15 am)
Just like to add that this is a mixture of my art, Nauris' and Ben's. Dont want to take credit for stuff thats not mine :D
#6
11/27/2005 (7:41 am)
Really great stuff craig! Snachurz is looking tight!
#7
11/27/2005 (9:15 am)
The new HUD would look a million times better without the damned chathud ;-) Ditch the ChatHud ;-)
#8
So about the HUD... um.. I uh... I agree with Tom ... ? ... I think? uh.. y-Yeah! yes! I agree with Tom! ...
11/27/2005 (9:43 am)
Rock on, craig! So about the HUD... um.. I uh... I agree with Tom ... ? ... I think? uh.. y-Yeah! yes! I agree with Tom! ...
#9
11/27/2005 (10:53 am)
Very good work. I especially like the planes.
#10
11/27/2005 (10:58 am)
Anyone got any suggestions for a replacement for the chat hud then? Would rather not just display text directly on the screen, I feel it looks a bit messy.
#11
11/27/2005 (4:23 pm)
I think that keeping the chat box, and adding a solid background would help. Heres an example, with a parchment texture.
#12
11/27/2005 (4:52 pm)
Heh, I never really thought the problem was the transparent background, Nauris and myself will probably play around with this a bit more soon.
#13
11/28/2005 (1:21 am)
I really like the plane.
#14
11/28/2005 (1:30 am)
The plane is GREAT..
#15
11/28/2005 (3:06 am)
Awesome work, that bamboozle is cool as ....!
#16
11/28/2005 (3:14 am)
Nice art! Snachurz looks like it is going to be awesome.
#17
11/28/2005 (6:15 am)
Thanks for all the great comments guys. The plane is a mixture of all of our work, but predominately Ben's. He is a very talented guy and great to work with too.
#18
11/28/2005 (7:02 am)
The style is great, will there be a character sitting in the seat of the plane? That could add even more personality to the game. It's looking good.
#19
11/28/2005 (9:18 am)
Unsung: Yes there will be a character sitting in there. Just wait to you see the other vehicles, they add even more personality to the game :D
Torque 3D Owner Eric Forhan
Nice art. I love the plane. :)