
Rigging, Texturing, Placing
April continues with placing finished objects into the main file. I have been moved off of texturing completely in order to focus on...
March Cuts and Working From Home
As we get closer to the middle of the semester, the group has sat down and made some cuts to the game: we have decided that we would...
Modeling the Final Meshes
As the breaks winds to a close and the final semester begins, the long and ardous process of modeling all the assets begins. The assets...
Final Prototype Pass
At the moment, there is overlap between our Prototype Pass and Meshing Pass. All of our mechanics have been finalized, for the most part,...
Learning how to Blockout a Level with BSP Brushes
After struggling with the self-made Maya Blocks, I went back to the tutorial Mika had found several weeks ago, and found a link to a...
Putting It All Together
Today was our second presentation to the class. Yesterday, Mika and I had spent the night working on trying to put all the mechanics (the...
Blockouts
After laying out a working asset list, I dived into creating the blockouts for each of the assets. It proved to be more time consuming...
Character Sculpting
Here, I Sculpted Peregrine. In ZBrush, I defined the face to a point where it was recognizable as the character from the concept art,...
Unreal Engine Pipeline
After our presentation to our class, one of the biggest critiques we received was the lack of a strong pipeline. We agreed and did...
Character Modeling
I began the base Model of Peregrine, the Player Character. The base Model is simple, just enough to create a abase for sculpting. I try...






