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.
Reference image
Current Leg Build
 
Last week we spend most of the day getting up to date with our programmers, telling them of the changes we wanted and some of the glitches that still need to be fixed.

I also modeled out better roots that will allow us to make the glowing mushrooms look more like they cohesively fit into the scene by entwining it with the surrounding rocks

using the same style i also made branching roots that we can use for the "doors"
They will descend down from the roof to block the player's progress.  The ones we had before looked out of place but with the new roots that will crawl out from the mushrooms should tie the mechanic together.

we are still having discrepancies with the lighting colors, so we are going to continue to make more color sheets.
I also made a new model for our frog enemy

The frog is going to block the player from accurately firing their snot. The new model is ready for rigging and animation but only a temporary texture has been made

We are still discussing whether to use animated textures or polygons to make the frog blink.  Appending new polys will probably end up being the final solution

The final Frog texture will probably glow as well and emit just like the mushrooms (not sure how good emissive white eyes are going to look, but we will see)

 
First day back, the team discussed changes to the lighting and gameplay
  • 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
This week i have modified the smoothing groups on all our rocks and started playing with a more painterly texture for them. 
Picture
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