To go along with my "Aliens" environment i decided to start modeling the xenomorph queen. Ive started modeling a low polygon version of the head. (The image was rendered using nurms) The shape of the head is actually very complicated. Even IF i use the texture pages to simulate some of the creases and stretched skin, the model is complicated. Also, the model just doesn't look correct at the moment because i havent gotten to model the teeth yet. The Teeth seem to be very integral. After I finish off the head and maybe part of the neck i want to take what i have through the rest of the pipeline to make sure my texturing methods will give me the results i want. I'm going to try to keep it low poly and utilize Xnormals, Zbrush, and hand painting to make the diffuse map
| Its been a long week and i didnt get to finish my game like I intended to. I still made a lot of progress though. I finished off the dialogue avatars and game them some shadows. I also made a character sprite for the captain even though he has no powers.
I was starting to try and make the intro and ending screens. Health prevented me from actually getting them in this week, but I have models and animations for a number of planets and planet bombs as well as the yamato ship itself.
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I was having trouble getting them into game because they had to many frames. Im sure I can work around this and make the game not lag but I just couldnt get it working in time for this week.
My next environment I'm working on will be a little challenging for me. I don't have a lot of practice on natural objects. So far Ive got a good base of unwrapped object that i think can be duplicated to make a majority of the scene.
Ive also started playing around with the lighting
However almost all of my textures are just place holders at the moment. They are all to harsh at the moment and don't have that soft quality that the reference image has. I hope to remedy this soon.
Also I actually vertex painted moss on the rocks but you cant see it at all. I think i might get the right effect if i change the moss material to be slightly emissive.
| Lots more to do but its getting hard to post static images instead of video to show the progress im making, so here is a video.
Again lots of assets and art left to add but at least its starting to feel like a game instead of a grouping of menus and squares.
Below are the closeups of some of the avatars im using for the dialogue.
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I hate how nova turned out, head to big and shes not tempting enough, her avatar will be changed. Next I want to finally get the consoles in.
| Ive started in on the art. started modeling out the ship with 3ds max and then adding thicker lines to the rendered images in photoshop to give it a cartoony look to match my chibi art style.
Thick lineart should connect all the components stylistically
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Im starting to phase out the reference image and starting to do the animations. Now they cheer when they get troop moral or health. All the healthbars are active now as well. The basics of the battle system and attacks all work. Its hard to tell they are working sometimes since i dont have the art to illustrate things happening in variables. There is still a ton of art and animation to do.
In order to expand some of the cramped features i made a descending view screen for any dialogue. I decided to leave the menus as individual elements because there was so little info on them, it didnt look visually pleasing to have two buttons floating around the huge screen.
I also got the programming working so that the game takes turns between the enemy and the player.
At this point i THINK all the programming is done at least in the basic form. So unless i find something broken or come up with something to add, it should be just adding lots of content: animations, background, character images for dialogue, and sounds.