Showing posts with label djinn and juice. Show all posts
Showing posts with label djinn and juice. Show all posts

4.09.2009

Texturing Like Crazy

Skeletons are as finished as I am going to worry about getting them for now. I'd like to touch them up a bit, but this is workable unless I get free time, which I don't think will happen, unfortunately.


And Drea makes 3/8 DrowLove models done.


For fun, here's a render before he was skinned properly:

And here is one after skinning. I've noticed a few obvious errors since this, but really, that big coat creates problems for dynamic poses. I might experiment with ways to fix this, but I don't really think I have time, and he works great when he's just walking around.

Finally, I did some fanservicey renders for fun, since I have both Lue and Drea done now. c: I haven't done alternate expressions, though, so they are kind of going :| at each other. ROMANCE!!!



Flan is next!

4.06.2009

SKELEBLUE

I'm trying to finish up the skelebots over the next few days.

Blue skele is the "perfect" version. He's got metal parts and is clean and sharp. I want his teeth to look like sharp blades, but haven't finished the texture yet.

I really like how his back looks.

In conclusion, self-illumination maps are now my favourite thing ever.

3.19.2009

Oh, and...

I keep forgetting about Djinn & Juice, which is now called just Djinn, I guess.

I'm doing two more versions of the skelebot texture. The three versions will behave differently ingame.
I haven't done anything but swap colours around at this point. The green one is going to be "rotted," and will move in a more creepy fashion. He'll be fun, I will get to do rust and mold. The blue one is going to be metallic, he's the "perfect" version who is the hardest to kill. He'll have like, metallic plates in his bones, no dirt or blood on his clothing, and probably fancier looking pants and shoes.

Here's the tarmantuloid, which I guess is what we're calling the golden mantis now. We decided to just use procedural textures for him, though I did a simple unwrap in Max anyway. The red lights self-illuminate, the rest is gold and silver metallic.

I've been spoiled by unwrapping and texturing my own models, these were done by a teammate. Among other things, he wasn't modelled with the blades I gave him in the concept art, so I did the best I could to make him look as extravagant and dangerous as he was intended to.


He should look great when he moves, I think.

I've also been asked to create the logos and website for the game, as well as 2D assets. I haven't done much for the website yet due to career day, and my team hasn't gotten me the specs and FTP info yet, but as soon as it's up, I will link it here.

Here's the logos I made.
Djinn is the final title of the game, Fire Alarm is the team name. For Fire Alarm, I used the font Eurostar Black Extended (which is basically my favourite font ever, it fit what I wanted perfectly this time) and for Djinn I used one called XXII Arabian Onenightstand, and then "destroyed" it with photoshop. I pitched several different rough logos to my team to get feedback before I made these final ones. They really liked that particular font for the game, but disliked how clean it was and requested I make it look rough, more like Chicago House. I like the final result and it looks great on black, which is likely how it will be seen in game.

2.17.2009

Fie & The Skeleton

...that sounds like a TERRIBLE children's book.

He's 498 tris. I can't make his coat pockets or boot details without going over, so that will be done in texture.

The skirt is done the same way as Pyras's... I wish there was a way to make that look more smooth easily. HMMMM I might play with this, I have one idea.

Glasses will be done with alphas.

His hair looks like a banana. D:

Skelebot I've been texturing, I think I'm pretty much done with him, at least for the first pass.

Uh. I kind of went nuts with the teeth. XD;

The lighting is glitching and I'm not sure why. I promise it isn't textured to do that. I'll probably be trying to move him to a new file and see if that fixes the problem.

You've pretty much seen this view, but I added a lot of red

The wires and gems are self-illuminated, but are not light sources. All the max lighting here is just white lights so I could see the texture.

Drea is next for the DrowLove project, and Caleb is next for Djinn & Juice.

2.12.2009

Skelebutt

Here's the renders of the skelebot texture I promised.


Of course, this isn't complete, but this is what I had for alpha.

I need, most importantly, to make the alphas not suck, and add texture to his pants and sash thing.

He's also going to have to be reskinned, which is really too bad, but apparently not too big of an issue, which is nice!

2.11.2009

Skelebot Texturing: Take One!

I started on the SKELEBOT texture today, and he is proving to be a lot easier than Mehmed, as expected, so I pretty much have a workable texture on him already!

However, it appears that I forgot to take screencaps, so these are a bit old.

I'm not sure what's up with the brown belt. I think I thought it would look good? It got changed to blue, I promise he does not still look like that.

This picture is brought to you by accidentally turning on mental ray.


And here's THE CLAW.

More screencaps when I remember to save them, and Lueali should be finished by tomorrow! c:! These models seem ridiculously high-poly after my drowlove project!

2.10.2009

Unwrapping

I've been using UV Layout for unwrapping, and it's amazing.

Here's the unwrapped skelebot. I'm going to start texturing him today or tomorrow.

For those who haven't used the program, red is "too small," blue is "too big," and green is perfect. c: He has a LOT of cuts since he's so weirdly complex, but I think he will be easy to texture. Easier than Mehmed, anyway.

I don't have any new screencaps of the DrowLove project, but I have finally started on Lueali. His hair is going to be a pain, so I decided to put him in just the vest and pants, since it will save polys for the hair. If I have some left over I might add his duster, but I don't see that happening.

2.05.2009

DrowLove Low-Poly Project

Here is the promised D&D post!

I am attempting to create low-poly game models of all eight DrowLove protagonists for ANI400, so now I have a whole lot of D&D stuff that will actually be polished nicely in the end! I was very inspired by Tom Tallian's low-poly TF2 models, and I've spent a lot of time examining his edgeloops and textures. I hope I can make mine look so nice!


I did these silhouettes to get a feel for what I would be modelling and how I would need to alter their costumes. The four on the bottom show two alternate costumes for Lue, Pyra's day two costume, and Autem's day one costume. I am thinking I'll go with day one costumes for Pyras and Autem, but I'm not fully decided on Lue yet, his archmage's robes would make him more distinctive, but he doesn't have them at this point in the story.

I've just finished the Arinae model. She took a few hours so far, but hasn't been unwrapped yet.
Most of her costume is going to be done with the texture, since her clothes are fairly form-fitting. I'm not sure how to get the smoothing to work perfectly, I'm going to have to play with it. I also chose to give her the day two costume since it's a little more finished-looking. She has a couple planes where I will detail the hair with alphas but the braid simplifies it.

I'll be starting on Lueali next. I hope to have all the models finished in a couple of weeks, so I can texture and put bipeds in them.

1.28.2009

Djinn Texturing

I'm nearly done with Mehmed (protagonist)'s texture. I'd like to work on him more, but I think I'm pretty much going to finish up his clothes and then move on to Caleb, the antagonist.

He has some shiny, shiny metal on his arms right now. I said I was going to recolour him, but we decided to leave him red and change Caleb to black and green.

To be honest, I don't update this much since a lot of my sketches end up as D&D stuff! Maybe I will do a D&D post later?

11.23.2008

one sketch, one not-sketch

So, I scanned some things from my personal sketchbook a day or two ago.

This is one of my D&D characters, Arinae. I am going to try and do a low-poly game model of her as a personal project. I was unable to start today, but I did manage to finish the first version of the "skelebot" model!
I want to get better renders once I have textures in there, and a rig, so I can pose him. He's a bit under 4,000 polys.

Tomorrow I'll hopefully doing some new renders of my "Sprite" model, getting some better shots of the skeleton, and starting on the Arinae model!

10.22.2008

POAST

This is how you spell "post."

Um! New blog!

I'm going to hopefully use this by uploading all my fiddly little sketches that I don't really have anywhere else to upload. I've always thought that sort of thing was cool. This means there will be LOTS and LOTS of images.

So I guess let's start with the unified designs I did for "Djinn & Juice," the game I'm working on for school. The rough designs were done by my teammates, then tweaked back and forth by all of us, and finally taken by me to do the final designs and colours. The glowing orbs are a major plot point in the game, so I tried to put those into the designs as much as possible!

This is our protagonist and antagonist. Protagonist will probably be getting reworked colours a bit, since we don't want him to match the antagonists so well.

This is the general design for the "fodder" enemies you fight throughout the level. I'll be doing several different textures for the one model, just to get a bit of variation into the game.

This is the chandelier mantis, or jewelled mantis, or whatever we decide to call him. XD He will be in the castle entranceway and will drop down on the player as a sort of pre-boss or midboss. We're going to foreshadow the hell out of this, so it should be really scary once you actually get to fight him! He's VERY BIG compared to the other characters!

This is my "look and feel" painting of the city. It takes place in Constantinople, around the fall of the Byzantine Empire, but, well, you know, with aliens and genies and things. I haven't added in too much detail here yet, but this is a good idea of what the environment looks like.

Anyway, that's it for now. :B Test post! Looks like 400px across is the limit!