2/23/2015

Grav Tubes

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.





Build stages for each block. To make them survival ready, every game block needs to have multiple models in varying stages of completion.

Added some directional arrows to make placement in game easier.

Got some textures added that I'm finally happy with. Playing with the color mask a bit here.


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.


2/11/2015

Baby Steps

Got 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!



Concepts for the laser construction stages.


What the construction models and color variants look like all laid out. 86 items in total.


2/05/2015

Light Bridge Test Run

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.






2/03/2015

Grav-Walk Complete

Finally got our Gravity Catwalk mod in game. Looks good and works great! Uploaded to the Steam Workshop and already looking forward to our next project.









1/07/2015

Modding Space Engineers - GravWalk and Light Bridge



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  The GravWalk. We are very clever.


A single GravWalk Block is 280-340 polygons (depending on the particular railing variant).






  

 

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.


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.


8/15/2014

SPACE POLICE Reskin for Space Engineers

A friend an I have become pretty wrapped up in Space Engineers, which has developed a very healthy modding community, to which we decided to contribute a SPACE POLICE skin.  We hope to do more in the near future. 

Back end work was produced by Ryan Thorson.

 



8/20/2013

Orion MK_01 Character Model

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.

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.

I made individual adjustment layers, making changing the entire color scheme as easy as a few clicks.






Background Courtesy of Greg Martin