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Monday, April 16, 2012

Week 14

Lots of stuff:
UI Elements:
Took the 3d font and flattened it out. Not terribly happy with it, so I will revisit it in the summer.
Also created a pause screen banner that changes depending on which character you are.
Also created a main menu screen




Concepts:
Senior artist is running out of stuff to do but I still concepted stuff for her (worst of the bunch)




Edges:
I've been trying to figure these out all sememster and I finally did (mostly). They're so simple, yet so frustratingly difficult to work well.


Car:
There was a week where I just needed to do something with 3ds max. I felt i havent modeled in too long, so I started a car. I expect it to be fully modeled (inside/engine compartment/axels, etc..) unwrapped and textured by the end of the semester


Monday, March 26, 2012

Week 11 and 12

This past week was beta build presentation. I've been addressing the problem of player visibility by desaturating the background color. I thought we'd have a fog system in the game right now, but thats been delayed.

Land pass:
Didnt get a lot of time putting art in the game for the presentation, so theres some rushed areas (and areas where the designer put art, much to my chagrin) The tools are getting better though, so I had the same amount of time as the previous art passes, but I almost populated the whole level.


Rockpath:
We didnt have a good top texture for the cave/rock areas of the game. So I made one.


Back Mountains retopologized:
Theres a mountain range prop that another artist made in the fall. She intended to take it to zbrush, which wasnt needed for our style, so she gave us the fbx as is...4500 polys...so i brought it down to 1900. Looks the same, and uses the same unwrap successfully.


New frog swinger:
Designed the new swinger. The front piece will swing with the character as the frog is attachted to it.


Frog Cannon:
Retopolized another artists model, edge flow and vert placement were a little off.
Also, unwrapped it.

Monday, March 12, 2012

Week 9 and 10

Top ground Tile-able texture:



Grass edge (not perfect geometry-wise and also some programming things need to get fixed):




Tree Tuft (texture not final)


Mekapod texture and animation:



Frog Shooter Concept:


Tile-able texture (why is it so hard to make a good looking one :S )

Monday, February 27, 2012

Week 8?

Tile-able textures:




What they look like in game (I also did the lighting in the game. not perfect but much better):


Retopologized Gorilla statue (Mine are on the left):



Concepts:

Monday, February 20, 2012

Week 7

All animations need to bee in engine before they become final (hopefully that'll happen by next week):

Hornet Animation


Snail Animation


Placed art in the level. Tools still kinda suck so it takes a while.



Skybox:

Monday, February 13, 2012

Week 6

Vulture Cannon Animation:


Vulture Animation (sorry its so crappy vid quality :S ):


Tile-Able texture concept (for other artist to actually make look good):

Monday, February 6, 2012

Week 5

This week I added art props to the game. I'm hoping the tools will get better because it took my 4-5 hours to do this little section

I also concepted environment props for our full time modeler.

Monday, January 30, 2012

Week 4

Animated the cat enemy, rough. A notice main character animation straight into a run (run repeats at the end). Will have to make tweeks once its implimented in the game:


Modeled a fern:


Modeled/Unwraped/Textured Tile-able Grass

CG399i

I will be posting everything I do for game team here on this blog. I'll update it once (or more!) a week.