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.


Sunday, May 4, 2014

Spring 2014 Week 5

Out 2 Launch was such a success and finally over!  This means I can focus on purely on school, internship, and also a side project I am working on with Crystal Fish, which makes me really happy.  So after Out 2 Launch, I was really inspired to put more time and effort into the work I was already creating.  This meant that some models that felt like they weren't capturing the form or shape as best, I went in and also zbrushed them in high poly detail, then lowered the divisions so I could see a better silhouette.


My Out 2 Launch booth!  I have one of the islands from beach currently displayed!  My website www.tianschen.com also has more screenshots and other renders of certain props that are from the game. 





This was the high poly version of a plant that has an eyeball inside of it.  I felt like doing the zbrush version really helped define more of the shape of the model, while also giving me some more practice with zbrush brushes.


This is funguy, a statue of a creature that sits in this opening of the cave.  The thing about him is that I had to spend a lot of time on was defining his hands and head which meant treating him more like he is a character model rather than just a prop.

This is Mr. Saucyballs who is this wasp eye creature that flies around.  The left version was started by Olsen, but then I helped out defining more of his silhouette and shape to fit the concept art better.  We did not have an increase in polygons as much, but it definitely did help bring out more of the creature's shape.