Yearly Archives: 2014
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Normal map testing! Week 1
This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
more to come… cba to write atm
Development under the course Big Game Project
These following 10 week I am going to post on this blog about my work in the course Big Game Project that I am taking in the program Game design and programming. I am working together whit my team on a game that we currently call Open Circuit. We are seven persons in our team, two programmers, two level designers and three graphical artists. I am one of the programmers in the group. The game we are working on is […]
Development under the course Big Game Project
These following 10 week I am going to post on this blog about my work in the course Big Game Project that I am taking in the program Game design and programming. I am working together whit my team on a game that we currently call Open Circuit. We are seven persons in our team, two programmers, two level designers and three graphical artists. I am one of the programmers in the group. The game we are working on is […]
Announcing "Project Clint"
Since I was the last man among my class that was without a group after all groups were filled, I talked to my teachers about what to do. After listening to a few suggestions and having discussions about it, we arrived at the conclusion that I would work on a vertical slice/prototype about a certain part of the idea that I pitched to my teachers last week, and then make the full game once the third year starts.
So that’s why […]
Announcing "Project Clint"
Since I was the last man among my class that was without a group after all groups were filled, I talked to my teachers about what to do. After listening to a few suggestions and having discussions about it, we arrived at the conclusion that I would work on a vertical slice/prototype about a certain part of the idea that I pitched to my teachers last week, and then make the full game once the third year starts.
So that’s why […]
Tower Offensive
This week my team and I began to work on our project. So the thing I want to addressee in this post is how difficult it has been to get in to the right mind set when it comes to design the game logo. I might add something else as well, but first and …
Tower Offensive
This week my team and I began to work on our project. So the thing I want to addressee in this post is how difficult it has been to get in to the right mind set when it comes to design the game logo. I might add something else as well, but first and …
First!
Well then! First time blogging. First week on working with the team on BGP (Big Game Project).
As of now, most time has been spent on creating a structure for the project and defining the features we would like in the game. Most of my time that is. Tomorrow the modelling and sculpting begins and hopefully it’ll go smoothly and without problems. It never does though.
First!
Well then! First time blogging. First week on working with the team on BGP (Big Game Project).
As of now, most time has been spent on creating a structure for the project and defining the features we would like in the game. Most of my time that is. Tomorrow the modelling and sculpting begins and hopefully it’ll go smoothly and without problems. It never does though.
First!
Well then! First time blogging. First week on working with the team on BGP (Big Game Project).
As of now, most time has been spent on creating a structure for the project and defining the features we would like in the game. Most of my time that is. Tomorrow the modelling and sculpting begins and hopefully it’ll go smoothly and without problems. It never does though.
First!
Well then! First time blogging. First week on working with the team on BGP (Big Game Project).
As of now, most time has been spent on creating a structure for the project and defining the features we would like in the game. Most of my time that is. Tomorrow the modelling and sculpting begins and hopefully it’ll go smoothly and without problems. It never does though.
Shading
The big game project is now on! Bears are already being pumped out and soon they will be moving!
I have worked on a custom shader to have the leaves of our trees rendered on both the front and backside. Looks pretty good, stole a lot from a pre-built shader script in unity for the transparency. The shadows are not being cast as I want them to (not at all in fact) but getting lit is working fine.
Also started on the […]
Shading
The big game project is now on! Bears are already being pumped out and soon they will be moving!
I have worked on a custom shader to have the leaves of our trees rendered on both the front and backside. Looks pretty good, stole a lot from a pre-built shader script in unity for the transparency. The shadows are not being cast as I want them to (not at all in fact) but getting lit is working fine.
Also started on the […]
Day 2
I’ve been working on being able to dynamically reshape the size of the grid, with some… interesting results.
As you can see in the picture here, the grid automatically starts at the upper leftmost corner of the rendering field, but the player pieces don’t. They end up centralized, and thus spawn outside of the current playing field.
I’ve solved the previous issue through setting the X and Z of the player token to the X and Y of […]
Day 2
I’ve been working on being able to dynamically reshape the size of the grid, with some… interesting results.
As you can see in the picture here, the grid automatically starts at the upper leftmost corner of the rendering field, but the player pieces don’t. They end up centralized, and thus spawn outside of the current playing field.
I’ve solved the previous issue through setting the X and Z of the player token to the X and Y of […]
Controller and Thrower Robots
We’ve now started on our first sprint and, as I told you in the last post, I’ll work on the modelling of the robots in our game.
Since our games mechanic focus around fusing these different robots together, I’ve started off by making two different robots that I’ll now use to make one fused version of them both. The two different robots I’ve finished these past two days are the Controller and the Thrower.
Controller
The Controller, when fused with another robot, […]
Controller and Thrower Robots
We’ve now started on our first sprint and, as I told you in the last post, I’ll work on the modelling of the robots in our game.
Since our games mechanic focus around fusing these different robots together, I’ve started off by making two different robots that I’ll now use to make one fused version of them both. The two different robots I’ve finished these past two days are the Controller and the Thrower.
Controller
The Controller, when fused with another robot, […]
Shading
The big game project is now on! Bears are already being pumped out and soon they will be moving!
I have worked on a custom shader to have the leaves of our trees rendered on both the front and backside. Looks pretty good, stole a lot from a pre-built shader script in unity for the transparency. The shadows are not being cast as I want them to (not at all in fact) but getting lit is working fine.
Also started on the […]
Shading
The big game project is now on! Bears are already being pumped out and soon they will be moving!
I have worked on a custom shader to have the leaves of our trees rendered on both the front and backside. Looks pretty good, stole a lot from a pre-built shader script in unity for the transparency. The shadows are not being cast as I want them to (not at all in fact) but getting lit is working fine.
Also started on the […]
Bear Animation
This week ive started with the bear walk animation for Big Game Project and will continue with the run animation as well.
At first I had to rig and skin the model which I did with 3DsMax. After the rig and skin is complete I exported it to Motionbuilder and started to animate the model.
I plan to first create a relaxed walk animation and after confirming if it works in the game I will make a relaxed run animation. For references […]
Bear Animation
This week ive started with the bear walk animation for Big Game Project and will continue with the run animation as well.
At first I had to rig and skin the model which I did with 3DsMax. After the rig and skin is complete I exported it to Motionbuilder and started to animate the model.
I plan to first create a relaxed walk animation and after confirming if it works in the game I will make a relaxed run animation. For references […]