January 2, 2013 20:00
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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.
November 19, 2012 01:26
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Working on Geisha Painting
Old version (left) & new version (right). |
The biggest thing about this version is that I added a pattern to the dress. A few people in my cohort said that they liked the improvements, but that the dress needed a pattern. I found a pattern that I really like and overlaid it over the dress and umbrella. Someone else had also mentioned that the shadow in the middle was kind of weird and suggested to make it smaller. The same person helped me get a quick and simple shadow, which I think adds a lot to the painting.
Now my concern is that the highlights aren't as visible anymore. I made some shadows darker, and fixed the geisha's right foot since it was just a bit off balance. Last, I managed to put some pupils in her eyes, many people said that she looked like a zombie without them. I will continue to work on it when I get a chance, hopefully this will even become a nice portfolio piece.
Thanks for reading.
November 15, 2012 20:49
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Let The Internship Begin!
The School of Computing has been working on a project for people that have suffered spinal cord injuries, and while I don't know all the specifics for it, we the team that I joined was hired to make a new environment for the device known as the Treadport. If you want to know more about the project, you can read an article and watch a video of how the device works.
I'm the only artist in the team, so I will be in charge of making all the art assets for the game. There will be different modes or challenges to the game to try and measure peoples performance. The game has to include these modes: 10 meter test, 6 minute test, a snipe hunt mini-game, directed collection, and a destination quest. There is no HUD or input to this game, so we've had to come up with a different way to get all these modes into the game by creating one map where patient spawns. Then the patient will have to walk to the activity that he or she would like to do and then we will load the next "room" where the activity will take place.
I don't think I've mentioned it yet, but the setting has to be a farm, so with that in mind I've started to work on some of the land marks that will be placed around the main map. They will be: a barn house. a wind mill, water silo, grain silo, and a house. They all need to be big enough that the patient will be able to see them from anywhere in the level. Here is the basic level layout that we've talked about in the past and its what I'm working off for the moment:
I will post a render of the barn house as soon as I'm done with the model. I want to finish this post by saying that I'm really excited about getting this internship, it will give me much needed experience not only working on more art, but also working with a new team and being able to get all this done.
Thanks for reading!
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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!