Thursday, June 25, 2015

The usual late update hah. Still working with my teams but hitting some snags. One might switch over to blender for various reasons and the other is having issues with collisions in unity. Ultimately the decision about switching to blender is still in the air. It has a lot of advantages, but there is also the whole setback issue that it would cause since this wasn't decided at the outset. Its just a mess really. Working in blender is easy enough, but redoing all that we had will definitely be a hassle. And getting the appropriate license and re-saving is also a pain. Lesson learned? Make sure these things are planned thoroughly from the outset.

Anyways on to the pictures of progress!
This was the tentative textures we had for a sort of run down house. You will notice the exterior was really blurry and distorted. Not too bad far away but up close it had a sort of smudged paper look. This is because of too many UV shells on one map. Ultimately we had to split the house into three parts and their respective maps to get the details we wanted:
The walls there were actually made from pictures of a house up the street. Had that run down paint peeling look we were going for and turned out a lot nicer.


Monday, June 15, 2015

Working on some creatures. Keeping the style simple to give it more of an anime feel. Finished up a golem and goblin.


Can't wait to see them in action in game.

In other news also got some more work done on the arms and gun for the fps we are working on:
Fairly productive couple weeks. Look forward to more project updates soon! I am actually considering doing a quick video of what we got on the fps so far. Just some animations of a player and some zombies they can shoot, but everything starts somewhere!


Monday, June 1, 2015

Over the last couple weeks I was working on a building project that was meant to be a sort of tavern.
originally there were a lot of things that made it unusable for the project. However, I heard the problems and told them to give me a couple more days to fix the issues.

 I mean, we still needed this asset, and it would be the same if not more time wasted just trashing it and redoing. I like to think that overall spending a couple more days fixing it was better than starting something from scratch. This also gave me the opportunity to refine the design a bit more such as adding actual stairs and a guard on the balcony instead of going the cheap optical illusion and alpha channel route.

In other news I managed to get a lot of animation done for my other project: https://www.youtube.com/watch?v=x_Tt0jUIW-s

Still improving those and figuring out all the animations we need but it is coming along.