Monday, May 19, 2014

Spring 2014 Week 8

Hey viewers!  So for this week, I spent a lot of time going back and re-texturing the cave terrain pieces, and also trying to get all the other environment pieces textured.  I also bought the domain for our game's website and started on the web layout for it, but not officially finished with it yet, so once that is done, I will be posting it.  I really want to post the terrain texture tutorial, but I will probably have to do a new one since the one I created before probably had everything done in one layer, so I wouldn't have steps to show.

I also worked with Khoa this week to get dialogue working.  Khoa is a tech artist working with another team project in my senior studio class.  Since we don't really have a tech artist, I approached him with the need of help because I saw that he was able to place in dialogue for his game, which is very essential for our game also.

Anyways, below are some of the textures that I worked on.  I plan to go back and fix some of the textures for the previous levels and also our upcoming Beach 2 level to make it all fit how nice and detailed the textures have become.

Tuesday, May 13, 2014

Spring 2014 Week 7

So for this week, I worked on texturing the terrain.  This is actually my first time doing a decent job at creating a hand painting tillable texture without using photo textures.  So everything from shadow to highlights are hand painted.  I then took the tillable texture and would use it as a mapped brush to paint onto the mesh that I needed to paint.
Before I start texturing, I of course have to keep a good naming convention so I know with all the same looking texture, which mesh it belongs to.  So everytime, naming plays a huge role.

Here is the tillable texture I painted on Photoshop.  I wanted a rough rock cut effect, but then also include some of the speckles that came from Nicole's Illustration of the cave.


 Here are the outside pieces of the cave painted out.  I gave it a brighter gradient in the front faces of the mesh, while making it darker on the sides to fake some shadow.


Here is the actual walking platform textured out.  I am super happy with how it came out, so I know what I am also capable of doing for the beach terrain now since I want to go back to it and fix it.

Friday, May 9, 2014

Spring 2014 Week 6

So for this week, I tried to go back to our asset list and finish modeling a lot of the assets that we needed to finish.  Low and behold there were assets that needed to be modeled that didn't end up on the asset list.  So I had to go in and make those!  They were definitely fun to model out :)!


These are the different version of doors for the beginning of the level and also the end of the level.  The beginning of the level is a closed zipper meaning the place before him is done.  The opening door is for the end of the level when all 3 memory shards are collected.


Here is the cave memory shard!

The door and also puzzle mechanic model are almost done!  I need to add chains to the fence, which I found a tutorial on how to do that in a way of efficiently saving polys.


I went back and I created more pieces for the terrain that will fill up the background, and also worked in a procedural texture onto the stone to see if the mesh becomes an obstruction, but it actually blends in well.  This was for reference for me to see if the way I was painting the textures would work or not before I start.