Browsing 'Graphics': Posts from Game Design and Graphics
Big Game Project – Week 3
I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]
Big Game Project – Week 3
I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]
Alpha Week
This week has been busy as usual, we started out Monday morning with going up on stage to practice our GGC presentations. It went rather well, we definitely need to prepare more and keep working on our presentation but it seemed as we had gotten further with our presentation than some of the other teams. The point of this presentation was to show what we had ready at the moment and get some valuable feedback on what we might want […]
Alpha Week
This week has been busy as usual, we started out Monday morning with going up on stage to practice our GGC presentations. It went rather well, we definitely need to prepare more and keep working on our presentation but it seemed as we had gotten further with our presentation than some of the other teams. The point of this presentation was to show what we had ready at the moment and get some valuable feedback on what we might want […]
Big Game Project – Week 3
I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]
Big Game Project – Week 3
I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]