Thursday, January 28, 2016

Making a Base Mesh

Over winter break, I had practiced my modeling a little. I created a low poly male base mesh. Previously, we had only created armor pieces and skinned them to a biped system. The main issue with that was that if any part of armor wasn't covering something, the result would be an invisible body. The crossbowman was a prime example since the helm was merely a hat. Since we didn't have a mesh underneath, the entire head/neck area was invisible. The new mesh will fix any issue of that invisibility.



Friday, January 22, 2016

Stepping Back a Little

The semester has started and we're going right into it. Last semester was a bit hectic. I think we'll be planning on redoing a lot of the art assets/models. The ones from last semester were ok; not horrible, but great either. This first week I'm going to have the art team rework our pipeline. D'Merro came up with a concept pipeline over the break so we'll be testing it out. Primarily, we're just going to make sure we can get from a 2d concept to a 3d model/animations; we want to get these into the game engine smoothly.

D'Merro's pipeline outline (His blog)
concept.png