Monday, December 10, 2007
Massive Attack #2
For my next act, I completed the texture for my warjack. He's a Cygnar Hunter (check out privateer press for more awesome stuff).
I also did the geometry for Mummy Dearest. I totally forgot about her when I said I was done with the tower defense characters last time. She is the last one. Scott wanted some revisions on there, so I made those, but I didn't get a turn around sheet (I was working from a color comp here) so I was mostly just guessing on proportions and stuff. Hopefully the texture will cove up any major flaws there. We shall see.
My plan is to texture Mummy, model and texture another warjack (at a much lower tri-count) by Thursday, work on an automatic rigging script, and study for my finals (they're on Friday and Monday).
Massive Attack #1
Ok, so we're in crunch time in the Pipe. I made this is for my room-mates bunny breading game. I'm not sure what it's all about, but it's got a bunny and it came out far more adorable than anticipated. Beware, if you have a low cute threshold, don't watch these. They could injure you.
Friday, December 7, 2007
Let the finals commence
So here's the last character (Reggie) all textured up. There's talk that we might be getting a Max expert to do the rigs for these guys. That'd be cool, but I think I'm going to take a stab at it anyway just to get back into the Max groove. So hopefully, the next thing I post will be an amazing fully posed group shot. Or perhaps, realistically, individual posed models. Regardless, there will be much (more) awesomeness coming soon.
Actually, I'll finish my warjack texture first since my students have a tabletop miniature (warmachine, warhammer, battletech, etc.) character model and texture for their final project. I want to inspire them, or at least give them the impression I still know what I'm talking about.
Tuesday, December 4, 2007
Minor Works
I managed to get some work done tonight. Here's an updated texture for Sue. I was just supposed to do the front based on a painting, but I liked the result so I did the whole thing.
Also, here's the base geometry for the last character, Reggie Roots. It's overall shape is pretty bland, but I'm hoping the rock and lava texture will add a lot to the overall design.
On an unrelated note, I had an interview with Google last week. I thought it went pretty well and I got to pimp this blog a little. So if any Google-folk get this far, welcome to the show!
Thursday, November 29, 2007
Playing catch up
Thanksgiving was great, but I'm a little behind now. Heading out of town tonight too, but I'll be back on Friday so it should put me less behind. Here's the latest character for Sprunk, Sickly Suzie Smith. I've got one last character to do and it should be easy since he's mostly a rock. Then fun to the Max begins.
Friday, November 16, 2007
It's gettin hot in here
Seriously though, they've turned off the ac for the night and its 83 degrees in here.
While I'm waiting on the turn-arounds for the last few Spurpunk characters I decided to make some more progress on my warmachine army (I seem to be having a hard time maintaining my usual level of unproductivity lately). This Cygnar hunter is the second one in the series (the first one is on polycount somewhere). I don't think I posted this one anywhere yet, but tonight I completed the initial UV layout, and as silly as it seems in hindsight, parented all the geometry so I could pose it without rigging it yet. Whatever, man, I was having a good time.
I'm trying to convince as many people as I can to make this into a PC game. Scott wants to make it into a shockwave 3d game, and while I like the idea of distribution on that level, I haven't really enjoyed my shockwave experience thus far. Both projects (spurpunk and tabletop miniatures for the pc) are still in the earliest phases though. I'd have to cut these characters down by about 50% (this one's 1454 tris) to get them into shockwave and I can't bring myself to give these guys the hatchet yet. So for now, I'm going to think of them as going into an Ogre game and see what develops from there. I'm also eager to see what my students come up with for their final (a week to model and texture a tabletop miniature game character). When I get the Unreal 3 engine editor that comes with Gears of War, maybe I'll make some normal maps and try dropping these guys in there.
While I'm waiting on the turn-arounds for the last few Spurpunk characters I decided to make some more progress on my warmachine army (I seem to be having a hard time maintaining my usual level of unproductivity lately). This Cygnar hunter is the second one in the series (the first one is on polycount somewhere). I don't think I posted this one anywhere yet, but tonight I completed the initial UV layout, and as silly as it seems in hindsight, parented all the geometry so I could pose it without rigging it yet. Whatever, man, I was having a good time.
I'm trying to convince as many people as I can to make this into a PC game. Scott wants to make it into a shockwave 3d game, and while I like the idea of distribution on that level, I haven't really enjoyed my shockwave experience thus far. Both projects (spurpunk and tabletop miniatures for the pc) are still in the earliest phases though. I'd have to cut these characters down by about 50% (this one's 1454 tris) to get them into shockwave and I can't bring myself to give these guys the hatchet yet. So for now, I'm going to think of them as going into an Ogre game and see what develops from there. I'm also eager to see what my students come up with for their final (a week to model and texture a tabletop miniature game character). When I get the Unreal 3 engine editor that comes with Gears of War, maybe I'll make some normal maps and try dropping these guys in there.
Thursday, November 15, 2007
It's one of those nights...
Time is passing very quickly, yet I don't seem to have much to show for it. Here's the updated zombie. I know, it doesn't look like I actually changed anything, but I got rid of the alpha mapping and saved 4 tris (328 tris now) all in one update. In fact it's taken me longer to do this post than it did to do the update. I'm just that good...
Minor critical errors
Wednesday, November 14, 2007
That voodoo that you do
Tuesday, November 13, 2007
Weird Science was a great movie
A light weight at 332 tris, Tommy should be the easiest character to animate. I'm not totally satisfied with the propeller texture, but I redid it 2 or 3 times and now I feel like I've just been looking at it too long. It looks like I'm going to be doing the rigging in Max, which I haven't used in years. Hopefully it won't be too bad. I compiled a list of characters and I'm 55.6% done (only 4 more to go).
Monday, November 12, 2007
Blinded with science
Thursday, November 8, 2007
The gang's all here
Wednesday, November 7, 2007
Double Trouble
So I pulled an all-nighter and cranked finished two more. I think I've got 2 more left, but I'm secretly hoping for better concepts before I start.
Here's the previously mentioned Riverboat Gambler Vampire, now in technicolor
And good old Frankensteam
Here's the previously mentioned Riverboat Gambler Vampire, now in technicolor
And good old Frankensteam
Thursday, November 1, 2007
Never gamble with Vampire Mic Jagger
Just trying out the video posting with my Wednesday night model.
It's a Riverboat Gambler Vampire for Scott's sprunk game. I'm pretty sure the reference was based on Mic Jagger. Good times.
Tuesday, October 30, 2007
More non-updates
Thursday, September 6, 2007
Inagural Post
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