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May and the End of the semester

There are two weeks left at the beginning of May. Assets have been placed and textures are being finalized and the rigging is continuing...

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,...

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...

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