Yearly Archives: 2014

Itterations and the FPB

As all models that was planned for the game was done, this week consisted of making iterations of these models. Mainly the bear.
For the bear model it was almost all about optimizing the mesh and giving it a good edge flow so that it would not look weird when animating. It had already been implemented and the animations looked fine, but the mesh had a few errors that would be easiest to solve by creating a better edge flow.
This was […]

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Program: Graphics

Itterations and the FPB

As all models that was planned for the game was done, this week consisted of making iterations of these models. Mainly the bear.
For the bear model it was almost all about optimizing the mesh and giving it a good edge flow so that it would not look weird when animating. It had already been implemented and the animations looked fine, but the mesh had a few errors that would be easiest to solve by creating a better edge flow.
This was […]

/ Comments Off on Itterations and the FPB
Program: Graphics

Itterations and the FPB

As all models that was planned for the game was done, this week consisted of making iterations of these models. Mainly the bear.
For the bear model it was almost all about optimizing the mesh and giving it a good edge flow so that it would not look weird when animating. It had already been implemented and the animations looked fine, but the mesh had a few errors that would be easiest to solve by creating a better edge flow.
This was […]

/ Comments Off on Itterations and the FPB
Program: Graphics

Itterations and the FPB

As all models that was planned for the game was done, this week consisted of making iterations of these models. Mainly the bear.
For the bear model it was almost all about optimizing the mesh and giving it a good edge flow so that it would not look weird when animating. It had already been implemented and the animations looked fine, but the mesh had a few errors that would be easiest to solve by creating a better edge flow.
This was […]

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Program: Graphics

GUI Work on Big Game Project!

This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]

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Program: Graphics

GUI Work on Big Game Project!

This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]

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Program: Graphics

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

Week 4

We’re had quality time with our 3D mentors and they came with a lot of feedback
Change environment to more Swedish woods (required research)
More vegetation
Specific vegetation for just that area
Various areas of forest
/////////////////////////////////////////////////
I’ve done some iteration on the trees. Going for even more low poly so I can use them in different ways like putting them into the ground or rotating them to get more variety without making several models.
I’m also thinking about removing a lot of the mountains in the […]

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Program: Graphics

Week 4

We’re had quality time with our 3D mentors and they came with a lot of feedback
Change environment to more Swedish woods (required research)
More vegetation
Specific vegetation for just that area
Various areas of forest
/////////////////////////////////////////////////
I’ve done some iteration on the trees. Going for even more low poly so I can use them in different ways like putting them into the ground or rotating them to get more variety without making several models.
I’m also thinking about removing a lot of the mountains in the […]

/ Comments Off on Week 4
Program: Graphics

GUI Work on Big Game Project!

This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]

/ Comments Off on GUI Work on Big Game Project!
Program: Graphics

GUI Work on Big Game Project!

This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]

/ Comments Off on GUI Work on Big Game Project!
Program: Graphics

Week 4

We’re had quality time with our 3D mentors and they came with a lot of feedback
Change environment to more Swedish woods (required research)
More vegetation
Specific vegetation for just that area
Various areas of forest
/////////////////////////////////////////////////
I’ve done some iteration on the trees. Going for even more low poly so I can use them in different ways like putting them into the ground or rotating them to get more variety without making several models.
I’m also thinking about removing a lot of the mountains in the […]

/ Comments Off on Week 4
Program: Graphics

Week 4

We’re had quality time with our 3D mentors and they came with a lot of feedback
Change environment to more Swedish woods (required research)
More vegetation
Specific vegetation for just that area
Various areas of forest
/////////////////////////////////////////////////
I’ve done some iteration on the trees. Going for even more low poly so I can use them in different ways like putting them into the ground or rotating them to get more variety without making several models.
I’m also thinking about removing a lot of the mountains in the […]

/ Comments Off on Week 4
Program: Graphics

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

/ Comments Off on Weekly update # 5 – Alpha
Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

The Logotype

In this new design I used previous experience that I gained from creating the banner and tried to apply it to the creation of our group logo.
First i made a lot of sketches of different styles and layouts, i filled a whole paper to add a lot of variations:

Sketching for a logotype

I asked the group which one they prefered and that ended up being the puzzle ball.
My first question was how i could design a puzzle ball by using Photoshop, […]

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Program: Programming

The Logotype

In this new design I used previous experience that I gained from creating the banner and tried to apply it to the creation of our group logo.
First i made a lot of sketches of different styles and layouts, i filled a whole paper to add a lot of variations:

Sketching for a logotype

I asked the group which one they prefered and that ended up being the puzzle ball.
My first question was how i could design a puzzle ball by using Photoshop, […]

/ Comments Off on The Logotype
Program: Programming

Warbreaking Point Weekly Round-up – April 26th – May 2nd

Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game!With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.

Once again, thank […]

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Program: Programming

Warbreaking Point Weekly Round-up – April 26th – May 2nd

Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game!With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.

Once again, thank […]

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Program: Programming

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

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Program: Graphics

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

/ Comments Off on Cogwheels, Design and UVs
Program: Graphics

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

/ Comments Off on Cogwheels, Design and UVs
Program: Graphics

Cogwheels, Design and UVs

This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]

/ Comments Off on Cogwheels, Design and UVs
Program: Graphics