Wednesday, October 26, 2011

Slursnap Animation

Did a rough animation for the Slursnap, hopefully it just needs a few touch ups in order for it to be final. Here are some frames of the action:




Monday, October 24, 2011

Slursnap Textures

To start the texturing phase off, I wanted to test which program would be best to paint textures onto the models. I tried Photoshop but it wasn't working as well as I thought it would, so I ended up using polypaint in Zbrush. I started with the Slursnap:



Then after hours of exporting UVs, painting in Photoshop, creating the shader in UDK, and tweaking the texture maps in Photoshop over again several times, the final texture turned out to look like this:


I removed the tongue for now because the model itself needed fixing (needs more geometry for the bumpiness of the pebbles).


Hand Painted Textures - Terrain

We're starting on the texturing process part now, so here's a first pass on some terrain textures I did in Photoshop.




- Erica

Wednesday, September 28, 2011

Trailer Shot Progress



(EPIC BUDDY PLANT!! This shot isn't in the trailer, but it looked cool.)

These shots of the temple are not in the trailer. We're still trying to figure out the space and the props seen in this part of the cinematic.



(Plant in the middle is a stand-in for the Mother Plant.)

Tuesday, September 6, 2011

Texture Reference

This is the kind of feel we want to go with for our textures. Detailed and hand-painted.

Monday, September 5, 2011

Progress on Temple and Interactive Plants

Amanda and I reworked the design of the temple exterior.

This is the top dome part of the temple. From the inside, looking up:


The orange parts will be a see-through wire in a honeycomb shape pattern. As for modeling the plants, I worked on the Bell Berry as well as the Spitfire:
(Bell Berry)
(Spitfire)
The interior of the temple has been getting places; after the rework of the design, it's been coming along much faster and less stressful as well.


Some Models and Temple Entrance: Process Log

Here are a few models that were completed a week ago:

("Buddy". Just an ambient little guy. No animation.)

(A fancy pedestal that will be scattered about in the temple. The bud top may change.)

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And now for some WIP shots of the door/facade for the temple. This post will be updated as modeling process continues:


Update 9/15/11


Inspired by this Tiffany lamp, I decided to tweak the design of the facade to add a bit more organic form:




Sunday, September 4, 2011

White Sage's Throne: Process Log

Some WIP shots of the one and only chair in the world of Floria. (will be updated as the modeling process continues...)



(Final)
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Update 9/8/11
Recieved feedback on the throne and it turned out to look non-functional. Plus, the sinking idea of the humble White Sage sitting on a throne wasn't painting a good image in my head. So I looked up a bunch of comfy chair refs and came across a lounge chair that looked nice:


Taking some design inspiration from this image, I tried to apply that to the new White Sage chair:

Still trying to keep aspects from the old design, like the arm rest leaves and the rooted bottom. Maybe put the insignia somewhere too...



Thursday, September 1, 2011

Preproduction Page Updated

The Prepro page now has the slides from our pitch presentation! :D

Temple Base and Trees Progress

Got the trees and the base of the temple going now.

(Trees, pretty self explanitory)
I've also been working on the center base of the temple, which houses the Mother Plant and all its glory.
The center will be filled with water coming from the plant fountains on either side. This is a shallow pool, but at Nour's size, it is quite intimidating, so there are lilypads floating around in the fountain that Nour will use to jump across. The cage in the middle will surround the Mother Plant. This is a rough block out for now, more progress will be posted later!

Temple Pillar and Twisty Tree: Process Log

Did some sketches for temple props. Thought about a statue design at first (on the left), then went to creating an orthographic view of a pillar on the right.

Matching up vertices and edge loops to fit the shape of the concept.

Pillar WIP in perspective view.

(Almost) final low-poly pillar.

(Final)

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Unfortunately, I don't have many process shots of the twisty trees, but above is the reference image that was brought into Maya for modeling the low-poly.

Low-poly trees. (might have to add more edge loops...)

Brought one of the trees into Zbrush to start practicing on sculpting. This sculpt will be used for the trailer, however, it may have to return to Zbrush for finer sculpting since we're planning on using it again in the game. (Everything in the game will be bigger than what is seen in the trailer because of Nour's tiny size.)