Tuesday, October 25, 2011
Finally I have finished!
Tuesday, October 18, 2011
I'm gonna call her Miss Lumpy
I love that she's got massive worms living in her collar bone. Their names are Fred and Sue, they have many smaller children whom I have yet to label. Buuuuuut, she's done! Lit and Rendered. If you look close you can see her parents in her face, Mr. Jackson and Ms. Jolie. yeah... let's say I did it on purpose shall we? :)
the final looks
hi
well here is the final renderings for my project. All in all it was a good assignment and learning experience
well here is the final renderings for my project. All in all it was a good assignment and learning experience
Monday, October 17, 2011
Hippo rendered
ummm yeah
here is one of my renders i was trying to make him look like he was in a city in ruins but this is what i got :S
Sunday, October 16, 2011
Ketchup
Time to play catch up. There is quite I bit I've been able to add since I last posted, over the past couple weeks. My bad in letting it pile up without actually posting anything.
The first that can be noticed in the screens is the functionality has been added to the jump pads. In essence, run onto them, and they launch you up into the air. Without them, the level wouldn't be entirely navigable.
Next, the items have collision detection and can be picked up now. They include the fuel canisters than Lerpz needs in order to fill his ship and escape, as well as the health pickups to restore his poor little life.
A small detail, the animation was added to the force field encompassing his captured ship. It obviously doesn't show in the screen, but it animates a little diagonally, which is fun.
You may also notice that the heads up display is visible and functions correctly. This was the beginning of the section on interface, and included his lives, health, and how many canisters he still has to gather. I found the pie sort of interface on his life to be an interesting choice.
The main menu was the last part of the interface that still had to be added. It constituted making an entirely new scene, which is only visible until the Play option is chosen. A small loading box is also shown until the game scene loads. Creating the menu was built purely in the script editor, in Javascript. This was naturally wicked awesome as I have been hoping to not have every script finished and spoonfed. The last screen shows the code and how it creates the menu based on where the user resides. Pretty basic stuff, but still cool.
The first that can be noticed in the screens is the functionality has been added to the jump pads. In essence, run onto them, and they launch you up into the air. Without them, the level wouldn't be entirely navigable.
Next, the items have collision detection and can be picked up now. They include the fuel canisters than Lerpz needs in order to fill his ship and escape, as well as the health pickups to restore his poor little life.
A small detail, the animation was added to the force field encompassing his captured ship. It obviously doesn't show in the screen, but it animates a little diagonally, which is fun.
You may also notice that the heads up display is visible and functions correctly. This was the beginning of the section on interface, and included his lives, health, and how many canisters he still has to gather. I found the pie sort of interface on his life to be an interesting choice.
The main menu was the last part of the interface that still had to be added. It constituted making an entirely new scene, which is only visible until the Play option is chosen. A small loading box is also shown until the game scene loads. Creating the menu was built purely in the script editor, in Javascript. This was naturally wicked awesome as I have been hoping to not have every script finished and spoonfed. The last screen shows the code and how it creates the menu based on where the user resides. Pretty basic stuff, but still cool.
Tuesday, October 11, 2011
Thursday, October 6, 2011
Tuesday, October 4, 2011
Monday, October 3, 2011
Flyrod Progress
Here's my progress. Though it looks pretty much the same since last time, I have definitely changed a lot and improved it. I am just working on finishing building then I will try out my textures.
Almost looks like a character!
Progress is coming along!
Thing that I am having the most problems with now is the contours/geometry of the face, especially the lips. I can get them to look fine from one way or the other, but not both!
Next to decided what the heck to do about ears... do I dare? Seeing as I am crazy, I probably will. I hope to get all the other modeling done tonight... Fingers crossed for starting UVs tomorrow!
Also, has anyone else ran into this glitch that "deletes" faces when smoothing? Makes for a very awkward picture...
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