January 22, 2013 14:24
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January 10, 2013 23:30
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Hard Surface Modeling Class
Anyways, there isn't much left for us to do besides polishing our thesis games and having them published before the end of the semester. So I decided to enroll in one class that would benefit me and help me with my goal of becoming a 3D environmental artist. There is a new class being offered this semester by a really talented professor and I'm excited to see what we will do in that class.
So today was the first day of class, but because we got a really big snow storm the professor wasn't able to make it. So the TA's for the class showed the people that have never used Maya so of the basics, while they gave an assignment to everyone else to do a speed model of Portal's companion cube. Here is the render of my speed model with a quick AO bake on it:
January 2, 2013 20:00
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Hay Stack & Collectable
While I was at the meeting, I also made another model that we can place around the farm, a hay bale. I arranged them to look better. Here is a render of the final prop:
I will make more models for the environment and post renders as I go along. That's all for now, thanks for reading!
December 27, 2012 04:00
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Barn Finished
All the textures in the model are tiled. I just emailed the model to my team, and I'm waiting to hear back from them on what they think. Right now, Im thinking that I might go back and update the texture on the window glass, but that will have to wait for a little.
Thanks for reading, thats all for now.
December 22, 2012 21:30
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Barn Redone
So here is a screen shoot of the model:
At first, I didn't really know how I was going to make the inside of the barn, but after playing a few hours of Assassins Creed 3, and seeing how they build their barn house models I had an idea of how I wanted it to look. I looked up so reference images like the ones below and started to experiment.
Overall, I like the way my model turned out. Now all I have to do is texture it, which I hope won't take me too long but since Christmas is Tuesday I may fall behind a bit. That's all for now, thanks for reading!
December 14, 2012 01:19
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End of the Semester
For our thesis project, we have it a level where its playable but there is still much work to be done. Which is why I'm grateful that we still have a whole semester for polish before we have to publish the game. I think we will have to do some changes to the way the game works because right now its not very interesting to play, but thats a topic better left for another day.
I have been thinking about it for the last few days, and I'm sure that I can pump out at least 5 models a week. The models wouldn't be textured, but they would be good enough that the engineers will be able to use them in Unity. I will work really hard to get everything done before our deadline on January 15th.
Other than that, I'm going to rewrite my resume since I've showed it to a few people and they have given me a lot of advice on how to make shorter (it was 2 pages before) and more interesting. I'm trying to find an internship at a studio where I would be able to do some 3d environmental art.
That's all for now, thanks for reading!
December 12, 2012 00:00
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Game Arts Final
Screenshot from Unity. |
December 9, 2012 16:01
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Hand Painted Textures
December 6, 2012 15:38
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Progress on my Japanese Garden
So to populate the scene, I'm going to build a sakura tree since its very iconic of the culture. So here are a couple of pictures on my progress on the tree.
The tree branch at the top I'm going to apply to a plain and make a low poly tree. Since working on the painting of the geisha, I've come to love hand painting, but I haven't had much time to keep practicing. Hopefully I'll be able to finish the tree today and post a render. Thanks for reading!
December 4, 2012 19:13
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Low Poly Car
December 3, 2012 18:28
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Water Tower Model Done
816 Triangles |
Next, I will be working on the inside of the barn next since we want to make sure that by the middle of January, we want to make sure that at the very least the 10 meter test, 6 minute test, and endurance test will be implemented in the game. The inside of the barn will be used for the 10 meter test and since its the smallest of the 3 tests, we want to finish it first.
That's all for now, thanks for reading!
November 30, 2012 00:51
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Cell Tower Model
November 26, 2012 21:40
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Windmill Model Done
Total of 1644 triangles. |
November 25, 2012 19:13
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3D Model For Barn Done
Barn 3d model total of 1566 triangles. |
November 19, 2012 23:16
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Progress on Thesis Before Thanksgiving
So we have decided that we are going to try and get the game published before the start of the next semester, but we still have a ton of stuff to do. Here is our task list for the rest of the semester for art:
Art - ranked as level of priority
1 - Outer level poly reset - We need to optimize the poly counts for objects in the outer playing area.
1 - Smoke trail particles - Put particle systems on the feet and hands that enhance the feeling of the character falling.
1 - Flower model popup- Flowers will popup on the ground around the radius of the splash. We need a flower mesh, and texture that will just translate and scale up through the ground.
1 - Fix Legs on character mesh - Character needs to not crumble. One attempt is to upres the mesh.
2 - More Hoizontal objects - This may not mean more new objects, but just populating the Horizontal plane (bottom) of the game.
2 - Fire escape and clothes line effects - The objects need to be added and ready to work with the correlating code.
2 - Intro animations - Adam and his motion capture stuff. We need to integrate his animations with the in game scene or a separate scene he creates the animation in.
3 - Buildings update - All buildings need another pass on them to improve mesh on some and texture on others. Pay close attention to our color pallette.
3 - Textures related to saturation - This is dependant on the code george is trying to get a texture to desaturate.
4 - Ripple Splat - Have the particle effect of the splash have more of a ripple effect over the landscape
5 - Achievement system - This would require a lot of art, UI etc.
5 - Themed cities - China town, San Fran, with bridge etc could be considered.
6 - Zelda Ripple effect - This is super low priority and more a pipe dream. Akin to this Zelda video.
So we are slowly working through this list. I've made the flower and I'm trying to lower the poly count on some of the objects. After that, I'm going to try build more objects that we can use to populate our scene. That's all for now, thanks for reading.
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I found a lot of reference images from google and I think they turned out really well. Granted this wasn't a hard task, I'm still happy that I'm getting comfortable to work in 2D. Thanks for reading!