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:

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:


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.

Tuesday, March 8, 2011

Jumping Agent

So Charlie finished the jumper agent for our game and gave it to me to make few textures for it in Mudbox. I've been working on this thing since yesterday afternoon, and I think it looks decent.

Here is a render of it:


I also made a bump map for it, but I don't really like the way it looks. I will try to make it better, and see if I can make it work.

I also need to rework the bottle that I made for the Mountain Dew team, apparently the bottle's neck is a little too big. So that means that I have to adjust the model, remap the UVs and re-texture the model.

I also collected a few textures that we will be able to use for the environment and items in the game. I don't really want to post all the images.

That's it for now, thanks for reading.

Monday, March 7, 2011

Another Power-Up

So the Mountain Dew team needed another power-up model like the cherry that I made for them before, just that this time they wanted a car oil bottle.

I thought this one wasn't going to take me much time since I had a good idea of how I was going to make the model without spending too much time on it. The modeling part was easy, but once I got to the texturing, thats when it got a little tricky.

I like to use Mudbox for texturing because I can see how the model is going to look without having to jump back and forth between Maya and GIMP.

What took me the longest was applying a picture of Mountain Dew Throwback to my model. I don't really use GIMP that often, so I'm still getting used to it and Photoshop is too expensive to buy. :(

Then the specular map wasn't looking the way I wanted it to, so I had to spend a lot of time in Mudbox fixing it so the label wouldn't be shiny like the rest of the bottle.

Anyways, here is the final product:


That's all for now, thanks for reading.

Thursday, March 3, 2011

New Cherry

So the cherry that I made for the Mountain Dew team wasn't really working. The model that I had given them was too low in resolution and when they tried to apply the normal map to it, it just looked really weird in Unity.

So today while each team was doing the demo for their first playable, I was busy working on my laptop to try and get it to work right. I was talking to Charlie since he is the one that has the most experience with this stuff, and he told me to just do the color maps and the specular map in Mudbox. Then go back to Maya and apply them to the original model. After all of that, export it as an fbx but use the "export all" option in maya instead of "export selection".

This worked great. I was able to just give them the fbx file to the Mountain Dew team and they din't have to apply any textures to it, since everything was included in the file already.

They were really happy and so was I for being able to figure this problem out.

Here is a render of the new cherry:


Next I have to find textures that have a mechanical feel to them for the various items that we will be using in the game. I don't know if the Mountain Dew team needs me to make more assets for them, but I will ask them. I will also try to get in contact with the Skin Cancer group and see if they need help making assets.

Thats all for now, thanks for reading.

Cherry Bomb

So I didn't have anything to do for the Object Oriented team, so I offered to help the Mountain Dew team.

They needed a cherry bomb for part of their game, so I created a quick model for them. I also made a color texture, a specular map, and a normal map.



That's all for now, thanks for reading.

Tuesday, March 1, 2011

Start & End Screen

So I was suppose to work on a start & end screen over the weekend for the object oriented game. We don't really have a character locked down at the moment, so I didn't really know what to do for the background of the start screen.

In the meantime, I wanted to go for something more abstract since the art is still up in the air. So I was thinking of doing something like this:





I didn't create those images, I just found them and I think that they are good place holder art for right now. I just don't want to get into something too specific at the moment. Once we have a completely textured, I might do a couple renders and then use photoshop to put one in the background.

I will try to make sure to know when Charlie has an agent done so that I can borrow it from him and do a few renders then.

In the meantime, that's it. Thanks for reading.