Author Archives: Sanna Lundberg
Refracted Fate: Tools in Color
While I got everything into a confused mess as several windows closed or disappeared yesterday, I managed to find where you reset the hud in 3D Coat.
And as such, the tools are finished, in full color with metal and rubber materials.
I’ll update again tomorrow about some thoughts on the project as a whole and the day after with how it went during GGC.
Refracted Fate: Tools in Color
While I got everything into a confused mess as several windows closed or disappeared yesterday, I managed to find where you reset the hud in 3D Coat.
And as such, the tools are finished, in full color with metal and rubber materials.
I’ll update again tomorrow about some thoughts on the project as a whole and the day after with how it went during GGC.
Refracted Fate: Tools
As things are going on still, I am making further misc items for the game – this time it is tools, something a lot of places would have. While it would have taken less time if 3DS Max didn’t crash on me and erase my progress once.
The next step is UV mapping once I’ve confirmed the size of the tools.
Mostly detail work at this point.
Refracted Fate: Tools
As things are going on still, I am making further misc items for the game – this time it is tools, something a lot of places would have. While it would have taken less time if 3DS Max didn’t crash on me and erase my progress once.
The next step is UV mapping once I’ve confirmed the size of the tools.
Mostly detail work at this point.
Refracted Fate: More Textures
So last Friday I finished up making textures for my Misc items so far, and ran into difficulties with trying to add text to things such as the mug. I later decided against text for the sake of not recalling how I did that last time.
Sadly, I could not figure out how to make the glass mildly see-through in the engine. I will try to look into if it is possible in my free time.
Refracted Fate: More Textures
So last Friday I finished up making textures for my Misc items so far, and ran into difficulties with trying to add text to things such as the mug. I later decided against text for the sake of not recalling how I did that last time.
Sadly, I could not figure out how to make the glass mildly see-through in the engine. I will try to look into if it is possible in my free time.
Refracted Fate: A Ray of Hope
So we changed the name of the game. That aside, I’ve finished textures for every vent in the game, something I’ve worked at for a while. The pipes are supposed to come off as rusty and old, but also robust.
While I faced some difficulties with certain faces not wanting to show up, this time I could solve that much easier and quicker than last time.
That is not all that’s been done. I’ve also improved […]
Refracted Fate: A Ray of Hope
So we changed the name of the game. That aside, I’ve finished textures for every vent in the game, something I’ve worked at for a while. The pipes are supposed to come off as rusty and old, but also robust.
While I faced some difficulties with certain faces not wanting to show up, this time I could solve that much easier and quicker than last time.
That is not all that’s been done. I’ve also improved […]
A Ray of Hope: Texture Update
I need to recall making more of these. How many did we have to make again? Eight? I don’t know.
I’ll update when I have a number of things to show.
The textures for sinks, toilets, and stalls are finished, rusty and old as they should be compared to the pleasant and nice before pictures…
3D coat, as my program of choice when it comes to textures, which makes this sort of thing fairly easy to make. It took […]
A Ray of Hope: Texture Update
I need to recall making more of these. How many did we have to make again? Eight? I don’t know.
I’ll update when I have a number of things to show.
The textures for sinks, toilets, and stalls are finished, rusty and old as they should be compared to the pleasant and nice before pictures…
3D coat, as my program of choice when it comes to textures, which makes this sort of thing fairly easy to make. It took […]
BGP: A Ray of Hope
I need to stop forgetting to make posts about this.
As things are I am working on assets for the game levels bathroom. While I am having difficulties with two points of the assets (the bathroom stalls) not wanting to keep their faces when I import them to texture them that I need to solve this week, I have finished the ground color of the sink and the toilet themselves.
Next point of interest would be to find tutorials to […]
BGP: A Ray of Hope
I need to stop forgetting to make posts about this.
As things are I am working on assets for the game levels bathroom. While I am having difficulties with two points of the assets (the bathroom stalls) not wanting to keep their faces when I import them to texture them that I need to solve this week, I have finished the ground color of the sink and the toilet themselves.
Next point of interest would be to find tutorials to […]
Ambient Pressure – Last Blog
As we lack a lot of work to do, for us who aren’t programmers, I have been set to work on my project raport. As such, I have little to speak about in the manner of work I have done, as I have returned to look through my last raport for how we are supposed to write it, and I have started setting up for it. As well as looking through our documentation and my blog for what to write […]
Ambient Pressure – Last Blog
As we lack a lot of work to do, for us who aren’t programmers, I have been set to work on my project raport. As such, I have little to speak about in the manner of work I have done, as I have returned to look through my last raport for how we are supposed to write it, and I have started setting up for it. As well as looking through our documentation and my blog for what to write […]
Level Design Part 3
As I have the ever pleasant assignment to look over and manage the tasktraker this week, and the sudden problems with the Internet, I will continue where I left off about last weeks levels. It also allows me to tell you about a few things taken up in the comments.
We are three that, in theory, makes the maps complete. I make suggestions for the layouts, our main level designer makes the layouts better – along with placements of enemies and […]
Level Design Part 3
As I have the ever pleasant assignment to look over and manage the tasktraker this week, and the sudden problems with the Internet, I will continue where I left off about last weeks levels. It also allows me to tell you about a few things taken up in the comments.
We are three that, in theory, makes the maps complete. I make suggestions for the layouts, our main level designer makes the layouts better – along with placements of enemies and […]
Ambient Pressure Level Design part 2
As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to […]
Ambient Pressure Level Design part 2
As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to […]
Ambient Pressure Level Design
Due to the art of the game now having little for me to do, I was tasked with helping our level designer by coming up with a few level designs this week. As such, I spent a lot of the week brainstorming, and having little to show for my work.
However, as today rolled in, I had enough to do a few level suggestions.
The main issue with designing levels for this game is the […]
Ambient Pressure Level Design
Due to the art of the game now having little for me to do, I was tasked with helping our level designer by coming up with a few level designs this week. As such, I spent a lot of the week brainstorming, and having little to show for my work.
However, as today rolled in, I had enough to do a few level suggestions.
The main issue with designing levels for this game is the […]
Ambient Pressure Buttons
I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]
Ambient Pressure Buttons
I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]
Ambient Pressure Screens Background
I spent a 40 minutes an evening looking up ways to create an underwater picture, before settling on a simple method only utilizing six PhotoShop tools.
A blue and black gradient is the biggest part of the background.
I then used white and black to render clouds – after that, I used the filter gallery to turn a plastic wrap filter (settings being Highlight Stregth 12, Detail 9, Smoothness 7) on, followed by adding linear dodge to make it blend in with the background. Free Transform […]
Ambient Pressure Screens Background
I spent a 40 minutes an evening looking up ways to create an underwater picture, before settling on a simple method only utilizing six PhotoShop tools.
A blue and black gradient is the biggest part of the background.
I then used white and black to render clouds – after that, I used the filter gallery to turn a plastic wrap filter (settings being Highlight Stregth 12, Detail 9, Smoothness 7) on, followed by adding linear dodge to make it blend in with the background. Free Transform […]