we definitely need to fix our lighting. And finish some of the textures.
Characters of Team Poly- AiCASD
Hi! I'm Lauren Neighbors, the character and visual development lead of Team Poly under SOE Mentor Program. This progressive blog is mainly my contribution to our group's CapTown mushroom node, as I'm the only Animation student in our group of Game Artists and one other person working on characters. My goal of node 1 is to bring our characters from concept to finished rigged and animated character in UDK engine. I will also will be helping out with environments for my group where I can. Enjoy!
Labels
- CG Models (1)
- Character Design (4)
- Concept Art (3)
- Environment Design (2)
- Low Poly Models (2)
- Textures (2)
Sunday, March 10, 2013
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
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...
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfBuOQ9YLfm6zdVDS9Dg5f0LltPs0T820JArX_EXzUtdnPqAV6nDoOva4Hjcdlhy4bUAK2WbSgqfR35Pu5Ve_Pxw5tAXdWYNovb6R86kYC9vM9pL3TDA3Q9NQNXQVaojggWVe9qNtX2Kg/s320/cobblestonePebblesV06_moss.jpg)
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!
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!
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