Wednesday, November 30, 2011

Ozymandian Model

*Update*

Unwrapped him, and got his face all lined up. Just need to paint in his ears and hair and then detail him up. Also had to add an edge loop to better define his mouth/nose shape. 172 tris.




Hey guys!

Here's the Ozymandian model. I'll probably tweak it a little more before starting to unwrap, because this was modeled super quick, and we can probably get a little more shape detail out of the geometry. 148 tris.






12/1/2011 meeting

Hello All,

Unfortunately, I will not be able to attend this month's all-hands meeting. I have a really tight schedule right now and this week is not good. I have been communicating with Derek about model concepts. Derek made a great cave level and we have agreed to use it. What does everyone think about that?

I just sent Derek some more props to add to the level. Here are some screen shots:




Here is a texture test for one of the Islands.


As for the LLC people, would all of you be available for Google+ video room chat?

Please post notes from the meeting on this blog.

Thanks Everybody :-)

Tuesday, November 29, 2011

Heavy Textured


Here's the Heavy all textured up. I emailed the group the 512x512 diffuse map. Wooo!

Monday, November 21, 2011

Hi-Res Details




Just some close-ups of the details I started working on tonight. Just wanted to show the direction I'm heading before I get too far along with the detail work.

Sunday, November 20, 2011

Hi-Res Character WIP




I remodeled and unwrapped everything and started the sculpting. I changed his face a little bit, but have hardly spent any time on it so I might change it some more, not too sure. Haven't worked on his hair or clothes yet, besides his shoes and leg bandage.  Started working on his rock hand to get a general idea of the direction I want to take it, but I might still change it up. He still has a REALLY long ways to go before I can call him finished as far as sculpting and texturing, but he's getting there.

Level Layout WIP

Hello gents! After getting a good idea of the level layout from Patrick, I started to model out a rough version to help me figure out a good angle for a painting, but I was having so much fun modeling that I just kept going. Everything in this level is super low-poly, and can be instanced.

Total Prefab elements:
-1 stalagmite
-1 rock (forms the doors, and can be scattered for variation)
-1 enemy entry back piece, connecting enemy door to wall
-1 crate
-1 support beam
-1 straight railroad track
-1 curved railroad track
-1 railroad tie
-1 minecart = cart, wheel, brace
-1 torch
-4 "shelf" pieces that mend the seam between the wall and the floor
-1 center column
-Floor and walls are one solid piece

Total Tris= 1108








When instanced, this entire level can be built from these elements, using rotation and scale for variation. The size and shape can always be adjusted as well.

Let me know what you think!

Saturday, November 19, 2011

Arche Low-Poly Turnaround



Hey guys! Here is what I have so far for the textured low-poly Arche! I still need to clean up the seams a bit, and we need to add in his pouch and his chest piece thing. I also probably going to bring his hairline down a bit and make his eyes a little bigger. So far, I think it is coming along nicely! When viewed at the size and angle of what it looks like in the game, it holds up pretty well.

Wednesday, November 16, 2011

Quick Creature



I started the texture on the quick creature, and took some screen caps of what it looks like as of right now. There is some stretching happening on the legs, which means the uvs need to be adjusted, but I can't do that anymore due to lack of a modeling program right now. Obviously he's not done, just wanted to show some of the progress :).

Elementa Fan Art? :)

My friend that wanted to model Arche for fun sent me this WIP. It's a bit off-model as far as proportions and his face are concerned, but it's definitely fun to check out and get an idea of what he looks like as a sculpt.

Tuesday, November 15, 2011

Cave Enemy Gate Concept

Hello gents! Managed to get a quick concept of the cave door, torches, and texture example done tonight while watching Harry Potter like a BOSS. The rocks that form the door could be 4-5 individual rocks, that we just reuse/rotate/scale, etc, with the deep dark interior just being a sweet texture. Next on the agenda is to concept out the 3 new, small enemy types.

Let me know what you think!

Sunday, November 13, 2011

No-Animation, Low-Poly Enemies

Part of the challenge of building an exciting, fast-paced action RPG for mobile will be getting lots of enemies on the screen.  Currently our enemies are all high poly and require lots of animation work and texturing.  Because they are more resource intensive, we won't be able to fit many of them on the screen.  So here are some ideas we have floating around for some lower poly enemies we can get into the game fast and start playtesting some of the early game challenges.

Concept:
Obsidian Sharks, also called the Living Stalagtites, are chunks of rock that shy away from attention.  However, when your back is turned, they pack up and strike from behind.  Their main attack is a forward thrust, knifing their sharpened fin straight through flesh and bone.

Art Design:


Concept:
The Quintessence is a pure block of an element that floats through the aether. While it lacks sentience, its instable nature makes it perilous to the unsuspecting.  Periodically, larges amounts of energy pour out of it, causing damage to living creatures nearby.

Art Design:



Concept:
The Ozymandians are the eroded heads of stone statues.  They channel years of built-up rage at being savaged by hammer and chisel.  Incapable of attacking any other way, they spit chunks of themselves at their opponents.  If they attack enough, they break apart into rubble.

Art Design:

Thursday, November 10, 2011

Air Creature Low-Poly





I only spent a little over a half hour on this guy but I think he's done. He sits at 168 polys right now (around 268 Tris) and the next lowest is the range creature which is 204 polys (378 Tris) so his polycount should be good, but there are some places I can take out edgeloops if we need to.

Arche Update



Hey guys! Here is the updated Arche, with a detail of his chestpiece. I need to do his rock arm and a turnaround, and being sick has been keeping me from getting this stuff done. I am getting better every day though, so I should be able to knock those out within the next couple days.

Wednesday, November 2, 2011

Main Character Texture Map Tests




I've been working on completely re-doing the hi res sculpt since we are going in a different direction. I also threw together some real quick texture maps to get an idea of the rendering style we are headed. I created a diffuse, normal, displacement, specular amount, specular color, subsurface amount, and subsurface color map for him. There is still a lot of work to be done on the sculpting and on all the texture maps (only spent a few minutes on most of them) but I think I'm headed in the right direction as far as overall look of the render and style of the character. I might tone down the muscles a little bit because I tend to enjoy sculpting really defined muscles and I might have gone a little overboard.