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...
There are two weeks left at the beginning of May. Assets have been placed and textures are being finalized and the rigging is continuing...
April continues with placing finished objects into the main file. I have been moved off of texturing completely in order to focus on...
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...
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...
At the moment, there is overlap between our Prototype Pass and Meshing Pass. All of our mechanics have been finalized, for the most part,...
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...
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...
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...
Here, I Sculpted Peregrine. In ZBrush, I defined the face to a point where it was recognizable as the character from the concept art,...
After our presentation to our class, one of the biggest critiques we received was the lack of a strong pipeline. We agreed and did...
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...