Tuesday 12 May 2015

12th May 2015 

Preparing for tomorrow desk critique again. Just like last week there isn't much things to update in terms of arts or stuff that have been done. Seems like the hard part of testing and feelings on what is right for the game is over and now is the repetitive steps.

Still that does not mean I am slacking. Had to do check on others models (most of the time I found myself fixing it) and unwrapping UVs that was unwrapped wrongly. All this have to be done so that we could keep texturing the world that we planned out.

Example of the assets in the game
While it isn't as hard as modelling an organic character, still texturing hard edges model have its challenges.

Things that also have been refined for tomorrow desk critique includes:-

  • Refine Run animation (Blading)
  • New Jump animation
  • Grapple actions
  • Refine taunting animation 
  • Lamp post  (Assets)
  • Traffic lights (Assets)
  • Building
  • Side slope
  • 4 way slope
All these animations and assets will be presented tomorrow

On the sideline I did a mini comic for the game but was rejected by the group as they find it to complicated to understand. I am also working on a mock UI look.

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The idea here is to have a "comic" like cutscene in the game before the player starts to play. .

Reflection segment: Seems to get the benefits of all the trial and error i did earlier while I wouldn't say I know all of the stuff (such as maya  fbx transferring to unreal etc), I have a good understanding what would work or would not. The art seems to evolve as well and i find things easier to draw all the characters for the game compare when we first planned things out


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