Sunday, 30 November 2014

Texturing the king

For our presentation we wanted a few textured assets to show off our art style. One of the main ones was obviously the king. I took it up to texturing him but also to try out stylised texture creation inside dDo.

The texture creation process is really easy in this pipeline, the majority of your time is spent on creating your initial maps but also a colour map. The colour map tells dDo which materials to use and uses the colours as masks.

The colour map for the King's coat
After this I had to create my own stylised materials as dDo doesn't have many to play with. One example below is a red material with a hand painted look, this is just created by overlaying masks on top of each other.


I blocked out some colours and got feedback from the team, we went through several versions until we were happy.


Finally here is a beauty shot of the coat and the current WIP render of the King.




Wednesday, 26 November 2014

Rock Titan + Presentation

Today I finished unwrapping the Rock Titan, this was a fairly easy task as from the get go I made it very module with only 1 unique piece (the head) the pieces we're then just instanced all over the model.

The model and unwrap are below.



Also we have our presentation next week so I created a little template for the presentation.


Really looking forward to our presentation, with the amount of progress we've made and the amount of gameplay we can show I'm confident we'll look like one of the stronger teams.

Wednesday, 19 November 2014

Demo Progression

This week I've been working right towards the demo by finalising the technical document and making it look pretty as well as actually editing the demo together.

I also created a quick logo animation for us to use before any of our videos just to make it look a little more professional.

I edited the demo footage through Adobe Premiere Pro
Link to the logo animation in After Effects:
https://www.youtube.com/watch?v=T9_7kTYwhO8

Monday, 17 November 2014

Working towards the demo

The past couple of weeks have been a bit of a crunch, I've been working on the documents required for the first hand in with Cory and Donny as well as producing assets and smaller other pieces of work.

One of the tasks I was given was to come up with a quick team logo, I did this in 3D in case it needed to be animated. I included a couple of the assets like the tankard and crown and rendered this inside Keyshot.


This one is so far finished until we get the final textures for these assets. I also want some beer pouring out of the tankard.
Asset wise I've been working on smaller assets as my FYP has been taking up a lot of time. So far this includes some cobwebs to dot around the levels for a slightly bit more polish.

These were created using a plugin called Cobwebs for 3DS Max:
http://jokermartini.com/cobwebs/

From here I just modified them and baked them onto a 2D plane, here's a screenshot of them fully textured for now.

How the modifier works. You add in objects which the cobweb attaches to then change the settings for the desired effect.


Finally I've been working on one of our bosses, this is the huge rock golem we want for the cave level, so far he's just been blocked out but I want to refine it some more then unwrap the 6 pieces I used to keep it as modular as possible.

We're still working out the size of him in relation to the player.