Friday, August 29, 2008

Node3 Blockout and Plan: edit Texture Update





Here's a quick geometric blockout for Node3. We'll be doing all of the level in max or maya. The first picture is an overall of how it will be put together. The 2nd picture is an exploded view of the components that make up the level. Erich and I will be modeling these pieces to completion within the next week. See you Saturday.

Saturday, August 23, 2008

Obelisk: fruits of labor

new vs old
ugh, this is so insanely time consuming.

Thursday, August 21, 2008

Ice





Here's some real life images to get everyone in the mood for Node 3 (Stage 4) of our prototype. As I said in class, be ready to push some pixels when we drop some concept art on Saturday. Pay attention to the last one... it's my favorite so far.

Tuesday, August 19, 2008

TEXTURE DAY: ENGAGE!

gonna do textures all day for node 2 and post as I go. If anyone's watching, please offer crits as the day goes on to optimize workflow.

Archway01

brokenbridges


Brokenbridge01

Window01
Window02

window01, doorway02, window02


doorway02

Saturday, August 16, 2008

Welcome back Erich

Erich has returned from his long journey across the northernlands. He says he loves everyone and cried without us. He is looking forward to getting back on the project and will be joining us Wednesday.

Tuesday, August 5, 2008

Rubble Pile, Broken Bridge series


Still very WIP. We'll make all the adjustments to the specifics in engine when we import tomorrow afternoon.

Saturday, August 2, 2008

Meeting Wrap Up

Just to review the meeting and give an idea on where we are at.

We're at a unique opportunity to either fall far behind or stay on schedule. The reality is we probably need to step up this next week and a half. There is a large chunk of work that needs to be done before Wednesday, and then an even larger chunk before the following Wednesday. In order to really succeed here, and for the outlook of the back 5 weeks, we need to have a beta of node 2 finished for the midterm. The project needs to look finished and as presentable as our previous level by then, in order for us to have sufficient time to finish the third node, debug node 1, and publish the entire project (that's almost entirely on me)

So to hop back into it these things need to be done before class Wednesday:

1. Implement changes to environment models.
2. All environment models unwrapped.
3. Characters modeled and unwrapped.

This will set us up for the week leading up to the final, in which:

1. All environment textures must be finished.
2. Produce a prototype reflecting a working example of gameplay.
3. Characters rigged.

If we keep these milestones in mind, we will transition nicely into the node 3, which is mostly focused on animation. Think of node 3 as the ending movie to our prototype.