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Steve's Modeling Blog

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. 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. Cities: Skylines Grain Elevator Building Mod. So after our last three mods turned into huge un...

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Steve's Modeling Blog | stevekozie3d.blogspot.com Reviews
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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. 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. Cities: Skylines Grain Elevator Building Mod. So after our last three mods turned into huge un...
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1 orion unity project
2 posted by
3 steve kozie
4 no comments
5 and published
6 armored decoy block
7 grav tubes finished
8 grav tube published
9 older posts
10 personal website
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orion unity project,posted by,steve kozie,no comments,and published,armored decoy block,grav tubes finished,grav tube published,older posts,personal website,stevekozie3d,about me,blog archive
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Steve's Modeling Blog | stevekozie3d.blogspot.com Reviews

https://stevekozie3d.blogspot.com

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. 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. Cities: Skylines Grain Elevator Building Mod. So after our last three mods turned into huge un...

INTERNAL PAGES

stevekozie3d.blogspot.com stevekozie3d.blogspot.com
1

Steve's Modeling Blog: September 2012

http://stevekozie3d.blogspot.com/2012_09_01_archive.html

A piece of my next project. Working out a new pipeline in. Zbrush and 3DS Max. Subscribe to: Posts (Atom). I am a 3D Artist currently working in Canada as a Game Designer. This is my modeling blog, consisting of current and past work. I have my Bachelors Degree in Fine Arts as well as a New Media Certificate. View my complete profile. Awesome Inc. template. Powered by Blogger.

2

Steve's Modeling Blog: March 2015

http://stevekozie3d.blogspot.com/2015_03_01_archive.html

Last pieces of the GravTube mod. Just finished up the final 2 blocks. One will be an ejector that pulls items like stone or scrap from the conveyor system, and deposits them in the Terminus block (which is just another gravity generator) that will then fling them out. In conjunction, you have a two block gravity cannon, that can also mesh perfectly with the rest of the GravTube system. Published Laser Bridge Mod. So we finally wrapped up enough of our. Laser Bridge mod to. Subscribe to: Posts (Atom).

3

Steve's Modeling Blog: January 2013

http://stevekozie3d.blogspot.com/2013_01_01_archive.html

Jynx: High Poly Cyberpunk Character Model. 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. Subscribe to: Posts (Atom). View my complete profile. Jynx: High Poly Cyberpunk Character Model. Awesome Inc. template. Powered by Blogger.

4

Steve's Modeling Blog: Grav-Tube Published!

http://stevekozie3d.blogspot.com/2015/04/grav-tube-published.html

So its been up for a few days now. And has since been seeing around 2,000 new subscribers a day since. Super happy with the reception so far! Subscribe to: Post Comments (Atom). I am a 3D Artist currently working in Canada as a Game Designer. This is my modeling blog, consisting of current and past work. I have my Bachelors Degree in Fine Arts as well as a New Media Certificate. View my complete profile. Cities: Skylines Grain Elevator Building Mod. Expanding the Grav-Tube Mod.

5

Steve's Modeling Blog: Planetary Annihilation Homage

http://stevekozie3d.blogspot.com/2012/08/planetary-annihilation-homage.html

All models were created in the last week as an homage to the upcoming game Planetary Annihilation. With most being directly inspired by units from my favorite childhood RTS game, Total Annihilation. 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. 13 September 2012 at 09:51. When Planetary Annihilation is released, find a good modder and ask him if he could somehow put ur units into the game. Note: THIS IS GENIAL!

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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. 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. Cities: Skylines Grain Elevator Building Mod. So after our last three mods turned into huge un...

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