Wednesday, 22 December 2010

Post 11

Here's some ideas I've had in regards with the 5 main character races, bonus picture at the end!

Note: Race names are just temporary, since I'm no good with names ;)

Humans: Basic human race, no physical modifications. All special abilities and powers come from their use of technology embedded in their armor and weapons. However, there is a very rare number developing the ability to harness magic power that other races have shown, either through exposure or natural evolution.

Modmans: Humans that have taken it upon themselves to modify and re-engineer their body for super human abilities like speed, strength and even intellect. However, they are unstable and their energy use is on average, about twice the amount of humans. They rely less on armor abilities and more on their own biologocal ones.

Creeds: The first alien race humans made contact with, they have advanced technology, shared some with humans, and they also have special phyiscal abilties, adapted to life on a harsher planet then the humans. Like humans though, they don't posses strong natural magic abilites.

Venners: A tranquill beatiful race, comes from a mostly water planet. They do not posses great technology, but they are incredibly athetlic, agile and great swimmers, the best of all living beings that these 5 races have discovered together. They also control some of the most powerful magic among the races.

Vemans: The result of race mixing between humans and venners, and exiled to a desolate planet, they are more brute like in appearance, posses primitive technology but strong magic powers. Not as agile as the Venners, but they instead posses great physical strength.



The idea here is because these guys biologically change their bodies for enhancement, they don't want to show their body from the sort of disfigurement they underwent because of it, things like skin damage, scars and other types of visible damage done to themselves. Tried to go for a modern/future stylization with the casual wear these modman's prefer to wear.

Friday, 17 December 2010

Post 10




Some ideas for main character armor designs I did a few days ago, ignore the bad proportions :P

Wednesday, 15 December 2010

Post 9


Something random, something different to break up the modeling. Just a super quick sketch of something I pictured in my mind, so put it down. Didn't turn out too well, but its a nice break :)

Sunday, 12 December 2010

Post 8

Here is my schedule for the rest of the semester:

Milestones to reach before the 2nd Semester starts.

- Monday 13th December
Dave = Help Lianne with main character concepts, and start modeling asap.
Lianne = Textures for Matey, work with dave on main character concepts.
Steve = Work on building a level prototype. Create level 1 scenario.

- Monday 20th December
Dave = Finish first draft of the model, prepare for uvmapping and texturing.
Lianne = Textures for main characters, story developmet.
Steve = Using simple prototype start to intergrate basic AI.

- Monday 27th December
Dave = Finish first main character, start rigging and animation preparations.
Lianne = Textures for main characters, more story and main character concepts.
Steve = Test prototype game, test integration of a character.

- Monday 3rd Janurary
Dave = Basic animation set completed, start modeling props.
Lianne = Textures, work with dave on objects and props concepts.
Steve = Main characters into engine, testing controls , menus.

- Monday 10th Janurary
Dave = Work with steve putting the art assets into the engine.
Lianne = Background art and user interface art.
Steve = Testing Ai Player vs computer.

- Monday 17th Janurary
Dave = Polish up any needed models and animations, ready for show reel.
Lianne = Work with dave on any areas needing to be polished up too.
Steve = Starting more complex AI programming.

Post 7




Not much to see with this update to the model, but it has been succesfully uv mapped, claw fixed to match the concept, and added the little antenna feather things sprouting from the back of Matey's head :) The model is now finished, just needs texturing and it's done.

Post 6





Did the same to the body with using alpha mapped planes per feather, to hopefully provide a very realistic and non flat look to Matey. I started making an armoued claw, but then realised this isn't quite what the concept shows. Will fix it soon!

Post 5





Wings! These took a lot of thinking on how to make, this is what I eventually came to do. alpha mapped plane per feather, not only makes texturing easier, but we can also animate each feather individually so they jitter around in flight.

Post 4





Matey!

Started modeling him, this is about a few hours worth of work at the moment. Which is a bit slow by my standards, but for me starting off always seems to be the longest part when making any model :)

Post 3





Terrain! Bryce is an amazing tool to create mountains and other terrain, and it also generates matching texture maps for it too. It has a heightmap editing mode, similar to painting an image in photoshop, and you get a realtime(ish) preview of what your drawing. The terrain in the dome is just a test to get the sense of scale I'm after, then I'll change it to suit the game.

I also added bump maps to the station itself, testing :)

Post 2



Here's an update, closing in on finishing the station model. Not as far ahead as I'd like to be, but I had a lot of things keeping me occupied last week, like the Bradford animation festival and work. :)

Textures are temporary placeholders until we get a texture artist working on making nice shiny new ones.

The terrain inside the dome is also temporary, going to try using Bryce to create a nice mountain range.

Stay tuned.

Post 1

Beyoond Moons is a team project of 4 people:

Me - 3D work, animation.

Lianne - 2D Concepts and designs

Jay - Story and supporting 2D Concepts and designs

Stephen - Programmer, supporting story.

Here is one of the environment designs I have been working on so far.
Still a lot of work to do, finishing the modeling, doing the interior corridors and rooms, as well as texture and lighting:




The inside dome part, will feature quite an expansive natural terrain environment several miles wide, ranging from mountains to forests to deserts and lakes.