tag:blogger.com,1999:blog-61866131036664742522024-02-07T06:14:27.321-08:00Steve's Modeling BlogA collection of 3D models I have created over the past few years for animation and game design, as well as current, and collaborative projects.Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.comBlogger38125tag:blogger.com,1999:blog-6186613103666474252.post-71534015450813905272015-05-27T01:08:00.002-07:002015-05-27T01:21:37.796-07:00Orion Unity Project<div class="separator" style="clear: both; text-align: left;">
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An older project I finally got around to screen capping. Didn't quite get all the buttons or animations mapped, but I got a functioning Character all rigged and moving in Unity. All the character controls, AI and physics setup was done by my mega-hip friend Clayton. </div>
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The Second half of the video features a simple 'track and shoot' turret, as well as a 'chase and orbit' capsule that was the start of our enemy AI.</div>
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Additional steps we were working on at the time not current featured, include player weapons, rag-doll physics, and particle effects for the thrusters.</div>
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<br /> <iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/kO7EUL6nEfQ/0.jpg" src="https://www.youtube.com/embed/kO7EUL6nEfQ?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-31200966274858461222015-04-21T16:10:00.002-07:002015-05-08T21:15:56.926-07:00Cities: Skylines Grain Elevator Building ModSo my modding buddy has gotten sucked into Cities: Skylines, and talked me into modeling a grain elevator for him. Its a nice change of pace to have a different set of challenges present in modding Space Engineers, but not at the same time since I finally got my pipeline nailed down. XD<br />
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First iteration, after about half an hour. A nice quaint, fun little grain elevator.<br />
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Finished the details, unwrapped and textured with LOD stages all about 2 hours later.<br />
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<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=439556046" target="_blank">And Published. </a>The texture sill feels pretty flat to me, but for the first time making a building, a quick project and a new pipeline I thinks its turned out all right.Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-71382789995347419992015-04-12T15:32:00.002-07:002015-04-19T00:36:32.225-07:00Armored Decoy BlockSo after our last three mods turned into huge undertakings with large packs ranging from 30-80 individual entities, we found ourselves wanting to tackle something fun, simple, and preferably a single block mod. We tossed around a few gimmicky ideas and identified a remaining unfulfilled need (the mod community is really good at filling these rather quickly).<br />
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The Decoy Block in Space Engineers draws fire from enemy ships, allowing you to maneuver fighters or torpedoes, or whatever through their defenses. A common complaint stems from the durability of the decoy, which typically can only take a singe hit. Not terribly useful when up against heavy fire, especially when they also require complicated systems to deploy reliably, and cost materials that can be otherwise spent on armor or weapons.<br />
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Not to mention the original model, while a fun shape, still leaves a little something to be desired.<br />
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So we came up with an Armored Decoy. While maintaining the exact same functionality, we significantly upgraded the durability by adding a hefty stack of steel plates and other materials to the component list. <br />
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The added material cost, weight, and extended build time should add some balance for the trade up.<br />
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This one utilities the full range of standard materials available in Space Engineers (no Transparent or Emissive materials today). <br />
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By going back and taking a closer look at how some of the vanilla blocks were textured, I got a better understanding on how the in-game color-mask functions, and learned a few tricks on making more convincing color-able textures. (Before I was trying to make make paint chips with the mask, but removing the color information from the diffuse is the way to go apparently)<br />
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The art side, from start to finish took me roughly 4 hours.Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-80165364848686440972015-04-08T18:28:00.000-07:002015-04-08T18:28:03.161-07:00Grav-Tubes finishedSo here are the GravCaps and Transition tube pieces all finished up and in game, and with that I believe we are pretty much done with the GravTubes (pending any bug fixes or popular requests).<br />
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Currently weighing our options on what to do next. </div>
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Since the Grav-Tubes mod was so well received, we decided it would be fun to make a few additions.<br />
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First up we have a solid block, transition piece. Since the game Developers just added Oxygen and pressurized spaces, we needed a piece that wasn't going to vent air. The force field textile is just a place-holder till we can test it out in game.<br />
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Geeking out over the possibilities for gravity cannons (a Space Engineers personal favorite super weapon), I came up with GravCaps. It's just a supplementary piece to add onto the tube system and boost the gravity fields strength.<br />
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We also have some non gravity generating tube pieces on the way by popular request. All in all were having a blast, and its great to get something working in game (especially something people really seem to like!)Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-81468021649738230072015-04-04T21:51:00.003-07:002015-04-04T21:51:55.683-07:00Grav-Tube Published!<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=417028349&searchtext=" target="_blank">So its been up for a few days now</a> and has since been seeing around 2,000 new subscribers a day since. Super happy with the reception so far!<br />
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<span style="font-family: Arial,Helvetica,sans-serif;">We've got most of the tube block working in game already and will post them after the rest are in and the mod gets published.</span>Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-78569328475471695382015-03-18T22:03:00.000-07:002015-03-18T22:03:10.735-07:00Grav Tube Print!<span style="font-family: Arial,Helvetica,sans-serif;">So I have a friend who just got a new 3D printer at his work and needed something to test it out with. Having just heard I've been doing mods for Space Engineers, he asked if he could use one of my block models. Turned out unexpectedly well!</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><br /></span>Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-51116149868247705372015-03-10T13:33:00.000-07:002015-03-10T13:33:17.825-07:00Published Laser Bridge ModSo we finally wrapped up enough of our<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=405640346&devcomment=1&tscn=1426004578" target="_blank"> </a><a href="https://www.blogger.com/null" target="_blank">Laser Bridge mod to</a><a href="https://www.blogger.com/null" target="_blank"> publish it. Looking to hash out a couple more variants now.</a><br />
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-16167200983180688682015-02-23T13:28:00.002-08:002015-03-22T23:29:57.364-07:00Grav Tubes<span style="font-family: Arial,Helvetica,sans-serif;">Started on our next mod already. Making some gravity tubes for moving people and stuff around. Having a lot of fun with this one and its coming together surprisingly quick. Most of the pieces are just over 1000 polys and there are only 3 elements to the texture file that repeat across the models.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Build stages for each block. To make them survival ready, every game block needs to have multiple models in varying stages of completion. </span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Added some directional arrows to make placement in game easier. </span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Got some textures added that I'm finally happy with. Playing with the color mask a bit here.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">First block in game and fully operational. Feels good! Got some interesting issues with the reflectivity I hadn't anticipated but all in all, I quite happy with it.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><br /></span>Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-79057384466646918442015-02-11T23:25:00.004-08:002015-02-16T23:46:46.882-08:00Baby StepsGot the first piece of what we are now officially titling the Laser Bridge in game. Going to tweak the materials a bit before we get the rest in. Fun stuff!<br />
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Concepts for the laser construction stages.</div>
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What the construction models and color variants look like all laid out. 86 items in total.</div>
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Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-44634734946005625872015-02-05T00:41:00.000-08:002015-02-09T14:18:49.078-08:00Light Bridge Test Run<div class="separator" style="clear: both; text-align: center;">
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Really diggin how well the grav-walk and the light bridge mesh together. Being on different levels leads to some interesting challenges/designs. I may have gotten carried away.</div>
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-36865539432330223472015-01-07T15:19:00.002-08:002015-02-10T13:23:16.964-08:00 Modding Space Engineers - GravWalk and Light Bridge<div style="text-align: justify;">
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<span style="font-family: Arial,Helvetica,sans-serif;">So friend and I have gotten into modding Space Engineers a bit more as of late. Aside from re-skins, our first endeavor has been redesigning the standard gravity generator into a catwalk block, with then intention of making the gravity fields more efficient. We called it <i>The GravWalk.</i> We are very clever.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><br /> A single GravWalk Block is 280-340 polygons (depending on the particular railing variant).</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">While the GravWalk is still getting pipe-lined into the game, Ive taken the liberty of making a Light Bridge block set, kind of like the ones found in the Halo Franchise. Both sets still need a bit of work to refine the textures, and the Light Bridge still needs construction stages modeled, as well as all the back end work. One Light Bridge emitter block sits just over 400 polygons though the bridge blocks themselves are only a single poly. </span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;">All in all I'm quite happy with how both are turning out, and Ill be sure to post both once they are in-game.</span></div>
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Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com1tag:blogger.com,1999:blog-6186613103666474252.post-76601271805540249332014-08-15T07:12:00.000-07:002014-08-15T07:12:13.674-07:00SPACE POLICE Reskin for Space Engineers<span style="font-family: Arial,Helvetica,sans-serif;">A friend an I have become pretty wrapped up in <a href="http://steamcommunity.com/app/244850#scrollTop=0" target="_blank">Space Engineers</a>, which has developed a very healthy modding community, to which we decided to contribute a <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=300709199" target="_blank">SPACE POLICE skin.</a> We hope to do more in the near future. </span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Back end work was produced by Ryan Thorson.</span><br />
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-69376133655589240722013-08-20T01:27:00.000-07:002014-08-25T00:23:28.238-07:00Orion MK_01 Character Model<div style="text-align: justify;">
<span style="font-family: Arial,Helvetica,sans-serif;">This is a character I made for an upcoming game project a few friends and I have been working on. It took about a month's time and I'm pretty happy with the result.</span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;">It was created in 3DS Max, and textured with Photoshop and Zbrush. The normal maps were generated using a combination of Zbrush and 3DS Max high poly baking. The final poly count comes in at 6500 and 12,500 tris.</span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;">I made individual adjustment layers, making changing the entire color scheme as easy as a few clicks.</span></div>
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<span style="font-size: x-small;">Background Courtesy of <a href="http://www.experiencetheplanets.com/" target="_blank">Greg Martin</a></span></div>
Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-83494568779104432392013-04-03T23:05:00.000-07:002013-04-03T23:05:02.853-07:00Male Facial SculptAbout one afternoons work in Zbrush focusing on facial anatomy. Still needs some detail but was good practice.<br />
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-85423347349861835142013-04-03T00:51:00.001-07:002013-07-02T17:45:50.908-07:00Alien Matriarch: Hard Surface Modeling ProjectThis is my latest project made almost entirely in Zbrush, save for a few base models in 3DS Max. The primary focus for this project was practicing some hard surface and poly-group modeling techniques, with little to no texturing. I used Zspheres for the base mesh, and put the tri-parts insert mesh to good used for the head plugs. <br />
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-12745010237874219412013-01-21T00:02:00.001-08:002013-07-02T21:21:40.223-07:00Jynx: High Poly Cyberpunk Character Model<span style="font-family: Arial,Helvetica,sans-serif;">Modeled and textured in ZBrush and 3ds Max, taking a couple months of spare time. I used 3DS Max's hair and fur feature, substituting geometry to get the 'hair plugs', and then imported the mesh into Zbrush. The base model and most of the sub tools were created in Max</span><br />
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com2tag:blogger.com,1999:blog-6186613103666474252.post-75219758300007764982012-09-25T00:08:00.004-07:002012-10-02T19:16:49.810-07:00Female Cyberpunk WIP<span style="font-family: Arial,Helvetica,sans-serif;"><br /></span>
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<span style="font-family: Arial,Helvetica,sans-serif;">A piece of my next project</span><span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-family: Arial,Helvetica,sans-serif;"> working out a new pipeline in </span>Zbrush and 3DS Max.</span></div>
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-48636902586669111262012-08-26T14:12:00.002-07:002012-11-04T14:51:58.205-08:00Planetary Annihilation Homage<div class="separator" style="clear: both; text-align: center;">
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All models were created in the last week as an homage to the upcoming game <a href="http://planetaryannihilation.com/" target="_blank">Planetary Annihilation</a>, with most being directly inspired by units from my favorite childhood RTS game, Total Annihilation.<br />
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Made using 3DS-Max and Photoshop. Total time spent roughly 40 hours, with each model taking 3-15 hours, and ranging from 300-1,200 polygons.<br />
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<br />Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com24tag:blogger.com,1999:blog-6186613103666474252.post-62110847778742998292012-04-26T22:58:00.001-07:002012-06-14T12:22:25.176-07:00Level Design Assets<div style="font-family: Arial,Helvetica,sans-serif; text-align: justify;">
Recently, I've thrown myself into level design in an ongoing effort to maximize efficiency in my modeling methods, and learn some new techniques for normal map generation.</div>
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Each tunnel section ended up being ~160 polygons, and a door frame section including both doors is roughly 220. In total the section below turned out being almost 900 polys. there is a fair bit I could have spared, as this is still pretty high for level design.</div>
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I felt that every level artist should have a barricade or two under their belt, and this was surprisingly a lot of fun. 90 polys in no time at all.</div>
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I thought that every sci-fi tunnel should have a few cars kicking around and I wanted one to play around with in UDK eventually. The wheels are separate, so technically it could drive, but its only a shell and I made it strictly for use as a prop. After not quite 2 days, it worked out to be just over 1000 polys, and I am very pleased with how it turned out.</div>
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I still have plans to lead this scene outside. Once there I wanted to have some doodads ready to populate the area with, so I made a terraformer. This took an extra day longer than the car, and ended up being ~1480 polys.</div>
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This amounts to about a weeks worth of my spare time in total, some days being sparse, and others fairly generous. Next week will be the outside termination point for the tunnel, and then on to terrain generation in UDK, which I'm thinking will take a bit longer due to the learning curve involved.</div>Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-62234454014856223952012-04-18T19:27:00.000-07:002012-11-13T20:53:47.678-08:00Tunnel Scene Cont...<div style="text-align: justify;">
<span style="font-family: Arial,Helvetica,sans-serif;">There I am two days later. I've completed a door frame and a large blast door that connect to the tunnel I made. I think that took me at least another five hours, plus an extra hour of troubleshooting a new normal generation technique. After that I made some concrete barriers, that took about two hours that included some playing with the rendering. I added the car after another couple days casual work.</span></div>
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Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-63300243634584261942012-04-16T00:51:00.000-07:002012-04-26T23:14:33.365-07:00Tunnel Project<div style="font-family: Arial,Helvetica,sans-serif; text-align: justify;">
This is a modular tunnel I built this evening, while hashing out the UDK pipeline. One section turned out to be 160 polys, and it took me roughly 5 hours. The tunnel here is 45 meters long and turned out to be roughly 3000 polys. Each section comes complete with a diffuse, specular, light, normal and opacity map. I plan to build a Door, a cave face, some terrain and a custom sky dome, and assemble a small scene in UDK in the next few days. We shall see how my spare time pans out.</div>
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<br /></div>Steve Koziehttp://www.blogger.com/profile/11706230286572234276noreply@blogger.com0tag:blogger.com,1999:blog-6186613103666474252.post-42922163806045483532012-03-30T14:35:00.000-07:002013-01-22T21:03:10.108-08:00Toy Blocks<div style="font-family: Arial,Helvetica,sans-serif; text-align: justify;">
I've been greatly expanding my software base recently. Using Blender, Gimp, Unity, and ShaderMap Pro, I made a hand full of game assets for a 3D physics game that I contributed to. Screenshots are from Unity.</div>
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