Here is an example of the Volcanic Worm Volcano that Brice had in his concept art that I modeled. This model was interesting in that the worms were made out of boned segments.
Monday, February 24, 2014
Winter 2014 Week 7
For this week, I got most of my models finished, but I will still like to go back and edit/clean up some design choices before UV mapping and then texturing. Before the play test, I was responsible for decorating the scene with assets. Mainly this week has been research for me. I tried to find up some good water shaders for a mesh rather than a planar and they all seemed to be realistic rather than cartoony, so we may have to create our own texture.
Monday, February 17, 2014
Winter 2014 Week 6
So our team has been going through some changes with organization and narration. We realized that communication was just horrid. Everyone was at a point where they weren't sure what the other people were doing. Even though we met up for scrums, half the team wasn't sure what the narration or gameplay was. This is highly due to not everyone being at meetings, and of course not looking at documents, which can be crucial. I completed the models and textured the models for chapter 1 after I finished the terrain. The models are looking awesome!!! Now we just need to implement
them into the game and fit in light to make them look nice
them into the game and fit in light to make them look nice
Friday, February 7, 2014
Winter 2014 Week 5
Wow, am I super excited with what I accomplished this week! I built a terrain piece using Alex's level design, and it is better than I had imagined! One of the challenges was that because we wanted a less blocky modular looking platform, we had to build all the pieces together. Afterwards, I had to detach each section to be small enough to fit a 1024 texture while showing enough detail. I had learned this process while interning at Cartoon Network and it has helped tremendously!
So what I have done is created everything into one fbx, but sliced them into different pieces. I bring them into 3DCoat and UV map them all together. I set a different channel for each piece so when I do paint, I paint from one piece to another through different texture maps, rather than on one. This means I will have multiple 1024 texture size. This made workflow a lot easier, and of course the seams aren't horrible.
I have to pat myself on the back for this one :)!
Monday, February 3, 2014
Winter Week 4
I was able to work on a lot of models this week! This is by far my favorite part :) A lot of the texture artists were waiting to get some textures done, so I prioritized their models first and got them UV mapped also. I have to say, I just love 3D Coat's UV tool!! It has made UV mapping a lot less of a pain, because with a tight deadline, I don't want to spend an hour or two UV mapping a complicated model.. Anyways, all t he major props have been finished modeling. All we need to now is to model the platforms and texture those.
When modeling according to concept art, I relied heavily of silhouette of the placement of models so that they would convey the design of the concept artist, but also work well for the view in our 2.5D platforming set up.
I started Spring Internship with Cartoon Network Game Studios! Winter internship ended so quickly, but I was able to grasp onto a lot of the workflow in the industry and have taken tips and tools that I use now for my 3D workflow. I am glad to be back with the team, but I will be super busy with this schedule. A challenge is a challenge, and I accept!
I started Spring Internship with Cartoon Network Game Studios! Winter internship ended so quickly, but I was able to grasp onto a lot of the workflow in the industry and have taken tips and tools that I use now for my 3D workflow. I am glad to be back with the team, but I will be super busy with this schedule. A challenge is a challenge, and I accept!
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