Sunday, October 31, 2010

Week 12 & 13 updates

After a few gruelling weeks of spreading my work time on three subjects, the stress has dropped a little (which actually isn't a lot) and focus is directed more to the final games projects.
Here's the summary of weeks 12 and 13:

Phoenix - Completed texturing for Alpha, Bravo and Charlie using 128, 256 and 512 resolutions respectively. These models will not be zoomed in on at any time during gameplay. To compare scale, and Alpha on screen is approximately less than thumb size, and having tonnes of detail in the texture probably wouldn't be picked up with the human eye. We're still going for the papercraft art style, the renders display a variety of blue and black biro marks, office paper, staples and cardboard.


Meanwhile, here is Phoenix team member Mic Stuart's animation work on a couple of the enemies, still a work in progress I believe. Kapow!
As well as the rest of the team member's blogs:
Tyson Foster
Grant Davidson
Amjad Alkharsan

Call of Kebabhlu -  Started to knock down more backgrounds, seven down and three to go. The recent ones done are the underground mall, the creek with landed bathysphere and drain tile. Kylie Findlay has been working on the animations for the game, and it's super awesome to see the backgrounds come alive with drains leaking, stars twinkling etc. It's tedious stuff, but it will look great in game ^_^




 Industry: Phantastic Piggy - Gordon had approved all the character designs and required a concept of gameplay, game over screen and title screen for the game, pretty much saying "go forth and make it look epic". And so it was done, by week 13 I had given him all the work from the very first project, to the mech game, and Phantastic Piggy ready to be marked.

Here are the initial concepts...


...And the finals






 These past weeks have been such a shitstorm, so apologies for the lack of postings, but I will continue to put up completed work, and I may have to rant about what's going on later. However I think from now on I will try to add a little advice that I've learnt or been told from friendlies at the bottom of entries.
Hope it all goes to a good cause, I 'spose a little advice is better than none.






So Remember kids! Consider the size of any characters and levels that will be viewed on screen when you're texturing, it can save you a lot of time because you want need to go nuts on the details if, say a character, is only going to be an inch big on the screen. Stick to generic texturing resolutions (don't make them up or you'll piss people off) e.g. 128x128, 256x256, 512x512, 1024x1024 etc.

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