Saturday, April 26, 2014

Spring 2014 Week 4

So one thing I worked on this week is the bounce shroom.  I will continue to finish my models this weekend.  I have been a little behind because of getting prepared for O2L, so a lot of designing for business cards, polishing resume, website, and also getting renders and content shots done for my website.

For the bounce shroom, there were some details on the shroom that I had a little trouble modeling out on maya.  It was the bulging blobs that were on the bottom, which required some high poly to make it stand out. So what I did was take it to zbrush and tried to sculpt some of those bulges out and then lower the poly to get a more exact shape.  I had to clean up some of the edges and remove unnecessary edges that just weren't changing the overall shape of the mesh.


So this is the mesh taken into zbrush and inflating the bottom parts of the mesh to get some of the bulges to show up


Here is the result after the mesh had its polys reduced and also some edges manually removed to optimize the model accordingly.  I will have to use this process also when modeling out the creepers that Brice concepted out.

Friday, April 18, 2014

Spring 2014 Week 3

Hey guys!  so for this week, I had to tweak a lot of content within unity while also doing some models.  I will post the finished models up for next week's post.  The reason I spent a lot of my time working on polishing some of the last level's looks is because the team wanted to submit our game to SCAD's 2014 Entelechy Competition for 3D Game and level category.  I have been decorating the levels since the beginning, so a lot of the tweaking and placements needed my attention that weren't finished.


One of the biggest things I  noticed with the monster was that having it as a black fuzzy ball was really hard to read and see on the map, so I added some hue to it and made it dark reddish.  This helped more visually with locating the monster, but it still needs some work and tweaking that it will stand out more, but not be an eyesore in the environment.


For this part of the level, I added more planks of broken wood to the sides of the level and also placing down some bushes.  This really helped break up the spots that felt too empty or bare in the environment.  Also, the wooden planks help narrate the broken boat.


I placed in the rock head that is on the very right, and also some bushes around the memory shard 1.  Through playtests, I noticed how that area didn't seem to get a lot of attention, so I placed more assets around it to make it seem more fit to the game's environment.


One of the biggest things about level 3 was that the lighting was off, so I had to change the lighting to a prefab light that I created for the first level, so it can stay consistent for all levels in the beach environment.  I also went in and placed more assets around the platforms that also felt bare.  For beta, we never had a good chance to go back and add some decoration to the level because I didn't have as much time.  Also, we had a unity version control update that wiped some of my work, so I had go back and place things like rocks and grass in it again.


There was an issue with the platform on the right that  bulged out with a hard edge and then was connected to another platform that didn't have a hard edge.  I had to cover it up by using the fish head and also some assets to distract the player.  I feel like this was a good hide without having to spend too much work fixing things.  Also, dressing up the level with more rocks and wilted grass makes the environment seem more to life!

Monday, April 7, 2014

Spring Week 2

So for the first week, I had a lot of organizing to do with setting up the backlog and getting everyone to start on their parts of the project.  In the meanwhile, I had to go back and fix the texture and also the mesh a little bit for the overall terrain.  I am glad I was able to go back and fix this up so it matches the first level.  I added some sand waves to give the terrain more variety.  More rocks were added to the side of the terrain so it would also give it more variety.  In the meanwhile, we have our Facebook page set up, which everyone should visit! Team Dissonance Facebook Page