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Thursday, 14 March 2013

Apartment and city facade

So I took a break from the character stuff to hop onto something else that needed to be done. One of the big parts of our game is to give each user an apartment or house or some sort of property for them to live in, and to decorate to their tastes. So we needed a new apartment region for the test we were running of our prop editing system. I whipped one up and was pretty happy with how it turned out. I won't bother showing the interior since it's just a bunch of empty rooms right now, but the outside cityscape that I created as a facade for if you look out the window or go onto the deck turned out fairly well.

Keep in mind that it's just a facade. You're not supposed to be able to wander around in it or anything so it's according low poly and simple.



Monday, 25 February 2013

More work stuff

 The biggest thing that I've been working on is implementing an entire character system, and customization system for our new project. This is a huge undertaking and I'm the only artist working on it so it's been a lot of hard work, and a lot of learning as well. As of writing this we have a good deal of it working: you can choose between gender, there are a number of character attachments for different pieces of clothing, we have skin tone sliders and colour pickers for things such as eyes and hair, and there's a HUGE amount of blendshapes for face and body type customization. I also have it set up with a number of scripts to automate the blendshape generation and character skinning, because the eventual goal is for users of the game to be able to upload their own clothing pieces according to our guidelines.

 I've put together a few pictures showing off the progress. A lot of the stuff shown here is purposefully plain, the idea is that people will be able to customize their own clothing by adding textures and patterns to the default base meshes here. The whole point of the project is to allow for crazy amounts of user submitted content and creation, so what I've been working on has been getting the whole system ready to accept such content while providing them with a bunch of simple basics to get them started on the idea.














Some work stuff

So it's been a long time since I updated anything at all here, but I figured I should throw up a few images from some work stuff. A lot of what I've been working on is still in various states of completion or is collaborative work so I have woefully little to show off. But here's a bit.

These are two scenes, in-game for an in-progress Unity project. They eventually been all filled up with users playing the game, so they feel a bit empty as is, but I'm pleased with how they turned out.











The train station scene has a lot of placeholder art in the signs. The idea is that it's going to be a transport hub to bring users to various parts of the world, but until those parts are done the signs will remain temporary.

Sunday, 11 December 2011

Link Update 3

A pose test for Link. Not final, that'll be done when the other two characters are also completed. Just checking out how he looks!

Wednesday, 7 December 2011

Link Update 2

Did a bunch more on Link. Not too much left to go. Shoes haven't been touched, and the shirt sleeves need to be done so they look rolled up. Hair's not quite right either. But soon he'll be finished and then it's on to Ganondorf and Zelda!


Monday, 5 December 2011

Texturing on Link

Did some texturing on Link. By no means complete, but here's the update.

Friday, 2 December 2011

First High School Zelda Shots

So! I'm on staycation right now, so I've decided to be productive with my time. I was inspired by this fantastic image to do my own take on the Zelda franchise. In a similar vein, I've decided to go with the Zelda crew while in high school. My Link has started out looking somewhat similar to the Dan Jones's Link, but I guarantee that Zelda and Ganondorf will be getting much different looks.

Anyway, here's where I'm at with Link so far. All modeled, UVd and ready for texturing.