So by next time, I have to finish modeling some spikes that we will be using in the game.
Nick will be doing the programing for it, and I will be doing the assets.
We are still not sure if we will be using the spikes or just fire particle effects for the pit trap.
Also on a side note, I'm in the process of making a car for the Mountain Dew team. I took a look at their asset list, and I decided to start working on a baja truck for them. It still needs a lot of work before its finished, but after talking to them today, I got a better idea of what they needed. This won't be ready by next time since I have other stuff to do for my group, but maybe I'll have something by next week.
Thats all for now, thanks for reading.
This blog is for the projects I've worked on in Spring 2011 in Game Dev 2 and Fall 2011 in Game Dev 2.
Tuesday, March 29, 2011
Wednesday, March 23, 2011
Batteries Are Done
So I finished texturing all the batteries that I was assigned.
They all look alike, but their size is different. I haven't heard anything from anyone if they wanted me to put any text on them, so I'll just submit them and if they want text on them later, it shouldn't be too hard.
Here are the renders of he five batteries:
They all look alike, but their size is different. I haven't heard anything from anyone if they wanted me to put any text on them, so I'll just submit them and if they want text on them later, it shouldn't be too hard.
Here are the renders of he five batteries:
That's all for now, thanks for reading.
Finished Swimmer Agent
So I've finished texturing the swimmer agent for our game.
It took me a little longer than it should've, but I was having problems finding colors that I liked and a tech texture that looked good.
Here is a render:
I just emailed the group, and hopefully everything looks good. That's all for now, thanks for reading.
It took me a little longer than it should've, but I was having problems finding colors that I liked and a tech texture that looked good.
Here is a render:
I just emailed the group, and hopefully everything looks good. That's all for now, thanks for reading.
Monday, March 21, 2011
Spring Break
So my spring break won't be much of a break. I have a bunch of stuff that I have to catch up on and I decided to get some stuff from Game Dev out of the way early on so that I can have more time to maybe help the Mountain Dew team on some of their assets.
So for this week, I have to model 5 different batteries and texture them. I'm already finished modeling all 5 of them, and I'm in the process of laying out the UVs for them.
I decided to concentrate on just one battery and get it finished with a color texture and specular map. Here is a render:
I think it looks good, but I have a few questions about how all the batteries should look and if they want anything written on them.
I just emailed the group to get their input, hopefully they'll get back to me soon.
Thats all for now, thanks for reading.
So for this week, I have to model 5 different batteries and texture them. I'm already finished modeling all 5 of them, and I'm in the process of laying out the UVs for them.
I decided to concentrate on just one battery and get it finished with a color texture and specular map. Here is a render:
I think it looks good, but I have a few questions about how all the batteries should look and if they want anything written on them.
I just emailed the group to get their input, hopefully they'll get back to me soon.
Thats all for now, thanks for reading.
Thursday, March 17, 2011
Rammer Agent
So I've finished working on the texture for the rammer agent. It might need a few tweaks, but it should be done for the most part.
Here are a few renders:
Charlie made the model, and I just did the texture for it. Since this model will be running really fast and tipping things over, Charlie thought that it would be a good idea to make him like a football player. So we decided to base the uniform after the Utes football team since we are making this game at the U.
I'm still working on the swimming agent. I should've finished the swimming agent first, but I just can't find the right colors for it. I will try to finish it before class today.
That's all for now, thanks for reading.
Here are a few renders:
Charlie made the model, and I just did the texture for it. Since this model will be running really fast and tipping things over, Charlie thought that it would be a good idea to make him like a football player. So we decided to base the uniform after the Utes football team since we are making this game at the U.
I'm still working on the swimming agent. I should've finished the swimming agent first, but I just can't find the right colors for it. I will try to finish it before class today.
That's all for now, thanks for reading.
Thursday, March 10, 2011
New Oil Bottle
So I created a new power-up for the Mountain Dew team not too long ago, but they were having problems with it. Basically, we couldn't see the texture of the bottle in Unity.
So I think I have fixed it. But I still need Nick to test it. Just incase that the specular map is still causing trouble, I also emailed him a model without a specular map.
Here are the renders:
The difference between the two are really subtle, but they are there.
Also, I had to shorten the neck of the bottle since it was a little too long. Also, I made it look like it has a cap. The last one I made, it only had the top of the neck painted with black to make it look like a cap. With this one, I made sure that it would look like there is a cap on the bottle. Because of that, there is more faces on this model than the last one. But I think it should be ok.
Thats it for now, I'll see if there is anything else that the Mountain Dew team needs. I also haven't heard anything back from the skin cancer team regarding if they need help with some of the art. Maybe I'll ask them directly tonight.
Thanks for reading.
So I think I have fixed it. But I still need Nick to test it. Just incase that the specular map is still causing trouble, I also emailed him a model without a specular map.
Here are the renders:
![]() |
With Specular Map |
![]() |
Without Specular Map |
The difference between the two are really subtle, but they are there.
Also, I had to shorten the neck of the bottle since it was a little too long. Also, I made it look like it has a cap. The last one I made, it only had the top of the neck painted with black to make it look like a cap. With this one, I made sure that it would look like there is a cap on the bottle. Because of that, there is more faces on this model than the last one. But I think it should be ok.
Thats it for now, I'll see if there is anything else that the Mountain Dew team needs. I also haven't heard anything back from the skin cancer team regarding if they need help with some of the art. Maybe I'll ask them directly tonight.
Thanks for reading.
Finished Jumper
So I finally finished texturing the model.
It took me a while to figure out what colors I wanted to use. The last time I posted a render of the jumping agent, it looked a little too bright.
This time I went with colors that are a little darker.
Here is a render:
It took me a while to figure out what colors I wanted to use. The last time I posted a render of the jumping agent, it looked a little too bright.
This time I went with colors that are a little darker.
Here is a render:
This time, I took away the bright pink color, and just replaced it with grey. Then since I didn't want it to look too dull, I applied a specular map to the grey parts to make them a little shiny and more steel/metal looking.
I also made a bump map for the tires, but I didn't really like how it looks. I might try and fix it later, but since its not really a priority it might take sometime.
Now I'm just waiting for Charlie to finish modeling the basic agent, and once he gives it to me, I'll texture it.
Thanks for reading.
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