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Showing posts from December, 2017

Retrospectives...more DUN DUN DUUUUUUUNNNN!!

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So today is the last day of the semester and I am glad that it is. It has been a stressful semester, not just for me, but for all of us. So we need a well deserved break. Today is also retrospectives so I'm kinda nervous, but its retros so who wouldn't be? I think I actually did pretty good this semester. It was rough ride....a REALLY rough ride but I'm glad that I stuck through it. It helped me learn a lot of things, especially in different programs. I was able to learn how to use Substance Designer and create my own textures.

The end result...DUN DUN DUUUUUUUUNNNNN!!

Today I put the last few touches on the death screen because I still felt that I could do better. And by that I meant rendering out an animation and having that as our death screen. I was a bit unsure if it was gonna work, or if it was going to turn out right, but after a few test renders, and a lot...A LOT of tweaking, I think I finally got something that I was happy with.

Sssssnake eyesssss

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I put the sphinx on hold because the team wanted me to finish the death screen background as soon as possible. It wasn't as easy for me because I I didn't really know where to start. I had created a scene in 3DS max and tried using path constraints on the dice objects, but that didn't work. I tried creating a separate scene in unity, but that wasn't working for me either...so I went back to the 3ds max file and modified it a lot to try and get the result the that I felt like was good enough.

Death screen....and a sphinx

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More progress was done today, which is always a good thing. I decided, along with Nick, to create the backgrounds for the game, such as the start, the lobby and the death screen. I got a good for the death screen, where we would have a pair of dice roll onscreen and land on snake eyes. While I was working on that I was also working on creating a sphinx for the museum level. I started off with a simple box model and I'll work my way up from there.

Re-Do

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This week wasn't that eventful in my opinion. We had a normal deving day. I had gotten some feedback on my last pyramid rendition and they were telling me that it was better than the last one...but it had too much geometry so I had to redo it..again...I was getting kinda annoyed I had to redo it so many times, but  I get it, they wanted something that looked good. So I redid the thing and this time, I just used a simple pyramid, but extruded a chunk out of the middle for the entrance and exit, and added a bunch of geometry to the sides. I then took it into mudbox and sculpted on it.

Time to Texture

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So today I decided to redo the pyramid since I didn't like the first one. I tried to create this one with more detail so I created the sides to look as if it had steps, to have it closely resemble the real life version of it. I also had in mind a nice little entrance, but with the way I shaped it...it just looked weird. Still, I decided to go with it.  Since I was doing the pyramid, I also decided to create a limestone texture to put on it once it was finished. I'd say it turned out pretty well, a bit on the dark side, but pretty good. It was kind of difficult trying to create and replicate limestone, but I tried my best. I'm really glad how much I've progressed with my textures over the past few weeks. 

Mutant Madness

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After I got done with the bar props that I had chosen, I decided to bring up to everyone if it was ok to use a zombie model that I had created for another class,and if we could use it for the game, during the Saturday meeting. Everyone was in agreement and said yes we could. So I worked on finishing up the retopolization of the mesh and created the UV's for it. Once I was done, I imported it into the drive for future use.  After that, one of our designers got the bright idea to have a pyramid as part of our Egyptian exhibit, which i though was a pretty good idea. So...I took it upon myself to create it. 

After Midterms

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Today was a pretty solid day in my opinion. After the whole deal of midterms, we decided to get back to work, but not before we plan some stuff out. Some of the people on the art team continued to work on the props for the bar area, while others were working on re-topping characters and creating the animations for said character. I continued to work on a few of the props, and was able to finish a few of them.