Monday, February 24, 2014

re done hell hell sign and some uv work Catrin williams

this is the new hell hell sign that i modelled and it's uv.


 These are Cameron's models that I UVed I will be fitting them all into texture sheets once I have UVed them all.
 gold mound
picture frame

Sunday, February 23, 2014

by Cameron Keeler

another chest design, i,m also going to add some of the loose gold meshes into the chest to help with the illusion of it being filled with gold.



by Cameron Keeler

having modeled a mound of gold and a treasure chest, it was felt by the group and myself that loose pieces of gold and gems a-like were needed to solidify the idea of gold and a treasure room. All of the gems and gold pieces in the images are separate meshes that I have combined, by doing this I can easily separate them again and export different amount as FBX's to put in the engine to give the idea of different piles of gold while still using the same meshes. I can utilize UV space with this method as well allowing me to create the UV layout for all of the meshes on the same UV space because they are so small and don't require much detail to get the desired effect.




by Cameron Keeler

continuing with the assets for the treasure room, we decided to have the chest with the key in it placed on top of a gold mound rather than a pedestal as the collision was proving to be difficult to master and the smoothness of the gold mound would be easier to maneuver for the player. The chest that I have placed within the gold mound in the second image is a representation of how the chest with the key in it is going to look.


Wednesday, February 19, 2014

Ceri 19/02/2014


Character model so far









posted by Cameron Keeler

Building more of the treasure room assets. I have now completed the lantern which is going to be hanging from the rope, there will be multiple ones of this lantern.



Rowan Demon Mini-Boss and research

As Ceri based alot of character work off of Wreck it Ralph, I also looked more into it as I wasnt getting very far with the previous thumbnails. Adding a more cartoony vibe and proportions. The demon is also only supposed to be a sort of minion, and is one of the early minibosses, so I felt as though him being smaller and less powerful looking fit in more. Also took a look at Link in Wind Waker more, as I had researched into the game earlier for the level design. I took from this the simplicity of it especially.
I also really liked the use of the lineart, being sort of pointed and looked into a comic by Kienan Lafferty http://emmacomiconline.com/issues/issue-03-part-02/ which again has curves into harsh points...in a sense. But yeah, this stuff is what finally gave me some inspiration for the demon character, as I was hitting a brick wall over and over and just not getting any character...Now hopefully Im almost there. Or on my way at the very least.

Bonus poses

Sunday, February 16, 2014

by Cameron Keeler

further development of assets for the treasure room



by Cameron Keeler

Now that we have started our new projects and they all link into our game, we decided plan further and create Gantt charts and list for the new assets that would be needed for the other them.



by Cameron Keeler

After some extremely useful feedback on building character within my models I went onto model some of the assets needed for the treasure room. The models look a lot more stylized and fitting to our environment now.




by Cameron Keeler

reference drawings for the treasure room