Author Archives: Amanda Sofia Rathjw
New course!
So after I thought I was finished with school I had the great idea to apply for a new course. Game Design in Practise!
This will mean that I have to work at a product from start to finish and release it to an audience. If that isn’t terrifying I don’t know what is. I will not do this alone however, I will have my trusted Doorbell (aka Mariam) whom I will be working with. Hopefully if all goes well we […]
New course!
So after I thought I was finished with school I had the great idea to apply for a new course. Game Design in Practise!
This will mean that I have to work at a product from start to finish and release it to an audience. If that isn’t terrifying I don’t know what is. I will not do this alone however, I will have my trusted Doorbell (aka Mariam) whom I will be working with. Hopefully if all goes well we […]
The angel of death!
Last week I focused on completing assets, making sure they had the right material, normal maps etc. After that I was tasked.. since I’m the only girl.. to make the flowers (that was a joke, or at least I hope so). Well I don’t know a thing about flowers so I did some research and made three alpha flowers in Photoshop using texture brushes and fx’s as stroke and shadow. Not a lot of detail was needed as the final […]
The angel of death!
Last week I focused on completing assets, making sure they had the right material, normal maps etc. After that I was tasked.. since I’m the only girl.. to make the flowers (that was a joke, or at least I hope so). Well I don’t know a thing about flowers so I did some research and made three alpha flowers in Photoshop using texture brushes and fx’s as stroke and shadow. Not a lot of detail was needed as the final […]
The angel of death!
Last week I focused on completing assets, making sure they had the right material, normal maps etc. After that I was tasked.. since I’m the only girl.. to make the flowers (that was a joke, or at least I hope so). Well I don’t know a thing about flowers so I did some research and made three alpha flowers in Photoshop using texture brushes and fx’s as stroke and shadow. Not a lot of detail was needed as the final […]
The angel of death!
Last week I focused on completing assets, making sure they had the right material, normal maps etc. After that I was tasked.. since I’m the only girl.. to make the flowers (that was a joke, or at least I hope so). Well I don’t know a thing about flowers so I did some research and made three alpha flowers in Photoshop using texture brushes and fx’s as stroke and shadow. Not a lot of detail was needed as the final […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
Animation marathon
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
Animation marathon
Animation marathon
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
Animation marathon
My work on E.R.A
We started working on the Big game project about three weeks ago. Things has so far gone very smoothly an we are on schedule.. (knock on wood). My work has been to make a concept of the melee creep, make the model, skin it and then do rough animations. Done and done. With the over all concept of the game being a bit of steampunk-ish I had to get familiar with the artstyle as I’ve never done anything like it. […]
My work on E.R.A
We started working on the Big game project about three weeks ago. Things has so far gone very smoothly an we are on schedule.. (knock on wood). My work has been to make a concept of the melee creep, make the model, skin it and then do rough animations. Done and done. With the over all concept of the game being a bit of steampunk-ish I had to get familiar with the artstyle as I’ve never done anything like it. […]