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
Started modeling a BigDog quadruped robot for 3D environment class, so far I've gotten half of the front leg modeled
Lots of the pieces should be reusable in the legs but there are variations between the front and back legs up near the robot's torso.
Current Leg Build
First day back, the team discussed changes to the lighting and gameplay
This week i have modified the smoothing groups on all our rocks and started playing with a more painterly texture for them.
- levels need to be redesigned - in multiple segment or "worlds" with art matching each
- lighting from the mushrooms need to modify the color of the scene around it
- lighting needs to have a cap instead of blow out the scene
Experiments we did in class looked quite attractive and in style for the game, but we will have to tweek textures more to get the same effect as our tests actually in game on our assets. We need to make sure the saturation of color is maintained for each emissive asset so that we can keep the color play as seen in the picture to theleft