Just the very first proper colour tests for tonight. And since I registered myself with a team for this year's 48hr Game Making Competition, I'm working on a logo for the team of which we are Well Placed Cactus. Good to take my mind off more serious matters.
Sunday, August 21, 2011
Thursday, August 18, 2011
Update 18/8/2011
After completing and sending off the model sheets of both hero and boss to the team's character modeller, I then assisted our animator, Paul, with producing concept animations for each character. This gives a direction to Paul in how he should act out each animation during motion capture sessions.
I'm currently working with our environmental modeller to ensure he understands how the team would like the battle arena to look like. By producing top-down maps, a variety of perspective views and aesthetic assets to place in to the scene, so far we've seen a near-perfect replication in 3D.
My job for this week is to produce a few more concepts of the environment with the characters placed as a scale comparison, experiment with the colour schemes of the environment and characters, check the UVs of one of our models and begin to texture, whilst experimenting in the Unity 3D engine to develop particle effects that will be used in the game. I will be looking out for any suitable art styles that fit our design brief.
I'm currently working with our environmental modeller to ensure he understands how the team would like the battle arena to look like. By producing top-down maps, a variety of perspective views and aesthetic assets to place in to the scene, so far we've seen a near-perfect replication in 3D.
My job for this week is to produce a few more concepts of the environment with the characters placed as a scale comparison, experiment with the colour schemes of the environment and characters, check the UVs of one of our models and begin to texture, whilst experimenting in the Unity 3D engine to develop particle effects that will be used in the game. I will be looking out for any suitable art styles that fit our design brief.
Friday, August 5, 2011
Update 5/8/2011
New Concepts and model sheets. Starting to send these off to our character modeller, so I guess they are fairly finalized for now. Will soon have the environment ready to send off to our environment modeller and then I'll be working on game aesthetics which include effects, animations and illustrating what the game should look like, then its getting down to colour palette before I start helping with texturing the models. Happy days so far.
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| Scale comparison of the boss and hero |
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| Working out facial expression for the boss |
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| This is the head the team decided on |
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| Facial expressions of Hero |
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| BW colour palette W.I.P |
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| Model sheet with flagon and buckle |
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| The range of buckles and weapon handles set02 |
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| Weapon with chosen handle. |
Wednesday, July 20, 2011
Thursday, July 7, 2011
Update 7/07/2011
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| Flesh is translucent with changing hues. Chest plating has changed from previous iterations. |
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| Head variations with eyes referenced from turtles/tortoise. |
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| New quick paint of level design. Columns attached above will aid player to drop stalactites onto boss. |
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| Buckle designs to replace original belt buckle. |
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| changes belt width, knee pad height, studs. |
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| Weapon handle designs to match buckle and dagger. |
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