Sunday, March 10, 2013

Screenies- second round



we definitely need to fix our lighting. And finish some of the textures.

first Screenshot set and Paintovers

 node entrance- (above ground)

 jail cell area

walkway near the salt mine, we're going to add some bongo drums and a slug minion drummer

 

texture fixes too, this is the ground mud texture

We've got a long way to go, but we're definitely getting some progress and feedback from our mentors. I did some quick paintovers but didn't spend too long perfecting them for sake of actually working and fixing the problems.

Environment Concepts- Node 2

 captured mushroom jail cell

 Walkways of thorns and cave stalagmites

Saltmine
 
Hatchery- Slugs
 
I've been also helping with the environment concepts of our node as well as characters. The basic idea of our node is to defeat the corruption of the slugs and Boss Slicklime and freeing the mushrooms that have been captured.

Character Concepts- Node 2


Last Quarter's node was a huge success, we got the go-ahead from our mentors to present our final node at SOE. This term we're continuing on our first node into a slime cave with some of the same fungal motif. This node will feature tribal-looking slugs and snails that are the cause of infection and the player must defeat them with salt you will acquire throughout the node and a salt mine area.

Friday, November 30, 2012


mushroom Hop Cycle Playblast from Lauren Neighbors on Vimeo.

Sporus rig is finally done! After realizing clusters won't import to UDK, I re-rigged this guy with body and facial controls and updated the textures.
Rigged and animated in Maya 2012.

Sunday, November 11, 2012

Environments, Textures and more characters- Week 4

Been jumping around helping out with environments and textures in my group...
 We have a "pebblestone" texture (remember, the player is shrunken down to miniature size)
 a VFX Firefly sprite we're going to use to bring bio luminescence in our node.
Photoshop rendered concept of Bugby's Exotic Ranch where our Dung Beetle pet will reside. Note the scenic mountains of poo in the back, initially an inner joke from our group upon realizing that mushrooms thrive around decaying things and fecal matter, which ended up working really well for our Beetle Ranch. We just need to make sure it's executed.... tastefully?
A simple concept for the node 2 entrance with corrupted thorns surrounding. I left the interior of  the log unpopulated because there were ideas already being modeled for it.

Now back to our mushroom character rig!

Mushroom Model- Week 3

link to "Sporus" turntable on Vimeo

Our mushroom is modeled and textured for low poly using 3dsmax 2012, Maya 2012, Photoshop CS5.5 and xNormal to bake maps. The mesh was triangulated before the rigging process to make sure there aren't any problems with how UDK automatically triangulates the mesh. Thinking ahead for less troubleshooting later although I still expect it!